RYU CLAN Constitution as your Ninjutsu Ability Modifier. Your Claw
attack counts as an unarmed attack, can use Constitution in
Tye dashes into the enemy fortress full of rage and his blood place of Strength for attack and Damage rolls. Your Claws
boiling. “GIVE HER BACK!” he screams as his eyes glow with an damage die is 1d6. You deal the damage type of your chosen
emerald green hue. He swipes his hand towards an enemy affinity (Water = Cold). You can activate your Dragon’s Rage
guard as a wave of chakra leaps from it chopping them in half once per rest. If you would activate it any time after the first,
with a blade of wind. The enemies quickly try to seal the doors prior to completing a rest, you can spend 1 Chakra die to
within the fortress but find it difficult as the angry boy weaves activate it.
hand seals and exhales a gale of slicing wind that blows the
layered doors apart. He continues further in, before he is At 7th level your rage reaches new heights. You can
confronted by the man he lost to prior. “You throw away the activate your Dragon Rage feature as a bonus action. While
kindness I showed you before boy. I let you and your friends live, benefiting from your Dragon’s Rage, your claw attacks deal
and did not take your life. But now you throw it all away for a 2d6 damage. You gain resistance to your chosen nature
single woman. You are a fool.” He speaks. But Tye doesn’t affinity. Increase your speed by +10. Also, once per turn, you
budge, as chakra begins to coat Tye’s body with enough potency can deal extra damage of your chosen nature affinity to one
to be visible to the naked eye. The man is caught off guard with target, equal to your character level when you deal damage
the sudden change, but Tye doesn’t hesitate as he rushes in to it with an attack or jutsu.
ready to tear this man in half.
At 11th level you begin to exhibit more draconic features.
—Nina Heroshi Increase your Claws damage to 2d8. You instead gain a +2
The Long Road, Ch. 25 excerpt. bonus to AC. Ninjutsu you cast of your chosen nature release
has their cost reduced by 2 (Min 1.). You can activate
WRATH OF A DRAGON Dragon’s Rage twice per rest without spending a Chakra die.
The Ryu Clan is a custom, homebrew clan made by At 15th level, Ryu Clan Jutsu you cast while benefiting
Kingsare4ever. This Clan hails from the land of lightning from Dragon’s Rage ignores resistance and concentration
but has roots in multiple countries across the continent. cost is reduced by half. Your Claws damage becomes 3d8.
They have a unique Kekkei Genkai that manifests extremely
early, known as the Blood of the Dragon. This Bloodline trait At 18th level you have fully bonded to the nature affinity
allows most Ryu Clan members to manifest a Nature Release your Dragon represents. Your Claws damage becomes 3d10.
extremely early, and even use it to enhance themselves Ryu Clan Jutsu you cast can no longer be ended as a result of
without the need for jutsu to focus this chakra. Their Nature damage or failing a concentration check.
Release chakra is known to be far more potent and
extremely volatile in nature compared to others. This Kekkei
Genkai also has a negative trait, that manifests in the
youngest of the clan the most, their anger and rage is
unmatched. They have short emotional fuses that sends
them flying into blind rages that makes them attack their
enemy relentlessly, but not without tact, or strategy.
RYU TRAITS
Ability Score Increase: +2 Int, +1 Con
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninshou, Chakra Control
Weapon Proficiencies: You are proficient with Katana’s.
RYU FEATURES
Dragon Clan Jutsu: The Ryu Clan have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list.
Blood of the Dragon: Born with the blood of dragons
running through your veins you have the natural affinity
with one of the 5 Dragons your clan worships. Beginning
at 1st level, Choose between Earth, Wind, Fire, Water and
Lightning. You gain that Elemental Affinity and all of
your Ryu Clan jutsu takes on your chosen element. You
cannot go back and change this element later.
Dragon’s Rage: Beginning at 3rd level, you learn how
to call upon the boiling rage that’s innate to your
bloodline. As an action, you unleash your elemental
dragons’ wrathful energy, causing scales and claws
made of chakra to form. Your eyes also begin to glimmer.
Your scales, Claws and eyes are all a color that matches
your chosen natural affinity from your Blood of the
Dragon Clan feature. (Brown = Earth, Emerald = Wind, Red
= Fire, Blue = Water, Gold = Lightning).
Your transformation lasts for 1 minute or until you end it
as a bonus action. For the duration you gain a +1 to your AC
and can make a Claw attack using any attack granted by
your attack action. You can cast all Ryu Clan Hijutsu using
RYU CLAN JUTSU DRAGON VISION
D-RANK Classification: Hijutsu
Rank: D-Rank
DRAGON AEGIS Casting Time: 1 Action
Range: Self
Classification: Hijutsu Duration: 1 Hour
Rank: D-Rank Components: HS, CM
Casting Time: Reaction, which you take when you take Cost: 5 Chakra
damage Keywords: Hijutsu, Ninjutsu, Sensory
Range: Self Description: Your pupils narrow into draconic slits,
Duration: 1 turn granting you phenomenal sight. For the duration, you
Components: HS, CM are immune to the blinded condition, gain Dark vision
Cost: 4 Chakra and have a +5 bonus to Wisdom (Perception) and
Keywords: Hijutsu, Ninjutsu (Insight) checks. You can see the Nature Affinities other
Description: (This jutsu takes on the Nature Affinity of your creatures can use if any, you also gain 30 feet of chakra
Blood of the Dragon Clan Feature) Your coat your body in sight able to see how much chakra a creature has based
chakra creating draconic scales and wing constructs of on an aura they exude.
your design, made of chakra that you conjure in between
you and the attack. You gain 2d10 + 15 Temporary Hit C-RANK:
points until the end of the current turn. These
Temporary Hit points are in addition to any other DRAGONS BOMB
Temporary hit points granted by Ryu Clan Hijutsu.
Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: C-Rank
above D-Rank, increase the cost of this jutsu by 3 and Casting Time: 1 Action
your Temporary hit points by 5 Range: 5 Feet
Duration: Instant
DRAGON AURA Components: HS, CM
Cost: 9 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu, Clash
Rank: D-Rank Description: (This jutsu takes on the Nature Affinity of your
Casting Time: 1 Action Blood of the Dragon Clan Feature) You collect chakra into a
Range: Self sphere about the size your body before compressing it
Duration: Concentration, Up to 1 Minute into in a sphere about the size of a golf ball. You take this
Components: HS, CM super compressed ball of chakra and ram it into your
Cost: 5 Chakra target creating a shockwave that affects creatures and
Keywords: Hijutsu, Ninjutsu objects near the target creature.
Description: (This jutsu takes on the Nature Affinity of your
Blood of the Dragon Clan Feature) You create a whipping Make a Melee Ninjutsu attack against a creature
aura of elemental chakra that surrounds you and extends within range dealing 4d10 damage. The target creature
out up to 10 feet from you. For the duration, creatures and all creatures in a 15-foot cone directly behind the
within range take damage equal to your Ninjutsu ability target creature must succeed a constitution saving
modifier each turn they begin inside the aura. Also, throw, being pushed back from a shockwave, 15 feet in a
Creatures who must make a Saving throw while within straight line. Creatures who fail the Constitution save in
your aura against a jutsu of the same Nature affinity as the cone made by this jutsu takes 3d6 damage and falls
the aura, they roll an additional 1d6, reducing their save prone on a failed save or half as much on a successful
by the result. save.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu above
above D-Rank, increase the cost of this jutsu by 3 and C-Rank, increase the cost of this jutsu by 3 and the initial
the size of the aura by 5 feet. damage by 2d10, and the Shockwave damage by 1d6.
DRAGON BREATH
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: 20-foot cone
Duration: Instant
Components: HS, CM
Cost: 3 Chakra
Keywords: Hijutsu, Ninjutsu
Description: (This jutsu takes on the Nature Affinity of your
Blood of the Dragon Clan Feature) You inhale and release a
wave of destructive chakra that matches your affinity.
Creatures in range must succeed a Dexterity saving
throw, taking 3d8 damage on a failed save or half on a
success.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
size of the cone by 5 feet and the damage by 2d8 damage.
DRAGONS STRIKE DRAGON CLOAK
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60 feet) Range: Self
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM, W (Katana) Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Bukijutsu Keywords: Hijutsu, Ninjutsu
Description: (This jutsu takes on the Nature Affinity of your Description: (This jutsu takes on the Nature Affinity of your
Blood of the Dragon Clan Feature) You bathe your katana in Blood of the Dragon Clan Feature) You cover your body in
your chakra, so much so that it vibrates and hums loud chakra and mold it until its visible to the naked eye. Your
enough to sound like revolving fan blades. You make a single chakra then begins to bubble and boil until it takes the
decisive slash releasing the attack and destroying everything shape of a dragon like shell the covers your entire form.
in your path. You have two options for the size and shape of You are still visible inside the Construct of chakra. For
this attack. the duration, you gain 30 Temporary Hit Points, your
unarmed attacks deal an additional 1d10 damage and you
Horizontal Slash. You swing your sword from left to right gain advantage on Constitution and Wisdom saving
releasing a violent gale of your elemental energy catching all throws while you still have Temporary hit points from
creatures in a 25-foot cone. Creatures in range must succeed this jutsu.
a Dexterity saving throw taking 5d8 damage and being
knocked prone on a failed save or half as much on a If you cast this jutsu while you are gaining the benefits
successful one. of Dragons Rage or Dragons Wrath, you reduce the cost
of this jutsu by 3 for each one currently active.
Vertical Slash. You swing your sword straight down releasing
a single beam of elemental energy from your katana. The Additionally, if you are gaining the benefits of
Beam flies down a straight line 60 feet long and 10 feet wide. Dragons Wrath you no longer need to maintain
Creatures in range must succeed a Dexterity saving throw concentration on that jutsu but you still gain its benefits
taking 7d6 damage and being knocked prone on a failed save for the duration of this jutsu.
or half as much on a successful one.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C- above B-Rank, increase the cost of this jutsu by 3 and
Rank, increase the cost of this jutsu by 3 and the Horizontal Temporary Hit points by 15.
damage by 2d8 or the Vertical damage by 2d6.
A-RANK:
DRAGONS WRATH
DRAGONS ASCENSION
Classification: Hijutsu
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: A-Rank
Range: Self Casting Time: 1 Action
Duration: Concentration, Up to 1 Minute Range: Self
Components: HS, CM Duration: 1 minute
Cost: 8 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu Cost: 20 Chakra
Description: You amplify your body with your Nature Keywords: Hijutsu, Ninjutsu
affinity, creating a light but harmless aura and effect Description: You keep all of your chakra inside you not
symbolizing your chakra. For the duration Increase your AC allowing any of it to leak out enhancing your physical
by +2, double your Movement speed and you gain advantage attributes past their limits, matching your physical
on Strength and Dexterity saving throws for the duration. prowess to that of a Dragons. Your Strength, Dexterity
and Constitution all becomes 24 for the duration. Your
B-RANK: speed is doubled and you gain more feral sounding
speaking patterns. You gain advantage on Intelligence
DESTRUCTIVE WAVE and Charisma saving throws. You lose the ability to cast
and concentrate on Non-Ryu Clan jutsu for the duration.
Classification: Hijutsu
Rank: B-Rank When this jutsu ends, make a constitution save vs a DC
Casting Time: 1 Action 20 + 1 for every round this jutsu remained active. On a
Range: Self (30-foot radius) failure, you fall to the ground prone and stunned for a
Duration: Instant number of minutes equal to rounds you had this jutsu
Components: HS, CM active.
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Clash If you cast this jutsu while you are gaining the benefits
Description: (This jutsu takes on the Nature Affinity of your of Dragons Rage, Dragons Wrath or Dragons Cloak you
Blood of the Dragon Clan Feature) You collect your Elemental reduce the cost of this jutsu by 4 for each one currently
energy into your body and compress it into a single spot like active.
your mouth or hands and prepare to fire in all directions by
striking the ground creating a shockwave the fires out in all Additionally, if you are gaining the benefits of
directions overwhelming all enemies. Each creature you Dragons Wrath and/or Dragons Cloak you no longer
choose within 30-feet of you must succeed a constitution need to maintain concentration on either jutsu but you
saving throw or take 10d6 damage and be knocked prone on a still gain their benefits for the duration of this jutsu.
failed save or half as much on a successful one
SARUTOBI CLAN Advanced Chakra Control: Additionally, at 1st level,
Sarutobi are known for their ability to squeeze every
Altina stands in the center of the training field as her ounce of efficiency out of every jutsu they have in their
teammates circle her. “You sure we should be all attacking repertoire. Select between Ninjutsu, Genjutsu, Taijutsu
you simultaneously?” one asks while looking concerned as or Bukijutsu, you can use Jutsu with the select Keyword
he gets into position. “Yeah, for the last time, I need to with a level of efficiency others wish they had.
master this combination. Now do it!” Altina responds
irritated. Her 2 allies sigh as they redirect their trajectory If Ninjutsu, select between the following Keywords;
and assault her with two different jutsu from two opposing (Earth, Wind, Fire, Water or Lightning) Release, and
sides. She quickly leaps into the air dodging them both while Medical.
weaving handseals and firing multiple motes of lightning at
both her allies as she quickly weaves a second jutsu together If Taijutsu or Bukijutsu, select between the following
firing jets of water into the motes of lightning as they keywords; Combo or Finisher.
combine and beam towards her training partners...
If Genjutsu, select between the following Keywords;
—Tatsunami Aburame Auditory, Inhaled, Tactile, and Visual
The Long Road, Ch. 4 excerpt.
You may reduce the chakra cost of jutsu with the select
BOUND BY A CODE OF HONOR keyword by 1 (min 1). You may reduce Jutsu with this
Keywords Chakra cost by an additional 1 chakra at 7th
The Sarutobi Clan is an influential clan from Konoha. It and 15th levels.
has produced several renowned members who have held
positions of high authority, including the Third Hokage; At 11th level, you may select 1 additional Keyword from
whose son, Asuma, held membership in the Twelve the aforementioned Ninjutsu, Taijutsu or Genjutsu to
Guardian Ninja, while his other children served directly reduce the cost of by the same amount. You cannot select
under the Hokage along with their spouse as Anbu. All the same keyword multiple times. If a Jutsu has multiple
known members have also been devout observers of the selected Keywords the Cost reduction is only applied
Will of Fire. This clan has the strength and influence to once.
tie other clans together and create long lasting bonds.
Inheritors of the Will of Fire: As a Sarutobi, you have
SARUTOBI TRAITS inherited the Will of Fire from your forefathers.
Beginning at 3rd level, you have found that Focus and
Ability Score Increase: +2 Str or Int, +1 Con Determination is what makes a shinobi strong. You gain
Speed: Your base walking speed is 30 feet. a number of Focus points equal to your proficiency bonus
Skill Proficiencies: Pick any two skills between: per long rest. These Focus Points can be spent to do the
Ninshou, Martial Arts, Illusions following;
General Literacy: All ability scores are counted as being
• Spend 1 Focus to gain a +2 Bonus on an Attack Roll
+1 higher, for the purpose of qualifying for jutsu of B- • Spend 1 Focus to gain a +2 Bonus on a Saving Throw
Rank or Higher. • Spend 1 Focus to gain a +2 Bonus on an Ability Check
• Spend 3 Focus to gain an Immediate reaction, even
SARUTOBI FEATURES
Advanced Nature Transformation: Sarutobi are known with an ability or Jutsu that is an action.
for their advanced innate knowledge in Chakra molding • Spend 3 Focus to automatically Succeed a Death Saving
and nature release. Starting at 1st Level, select one of the
following nature releases Earth, Wind, Fire, Water, throw.
Lightning. You gain the ability to cast jutsu with the
corresponding Nature Release. At 7th Level, you select a Advanced Nature Proficiency: As a Sarutobi, you have
second nature release. advanced learning potential in your natural elemental
affinity. The Element that you have selected as a part of
your Advanced Nature Transformation clan feature, you
may select 1 Ninjutsu of D-Rank that has your Nature
Release, add that jutsu to your known jutsu list. You
learn 1 additional C-Rank Jutsu at 3rd Level, you learn 1
additional B-Rank Jutsu at 7th Level, you learn 1
additional A-Rank Jutsu at 15th Level.
TSUCHIGUMO CLAN TSUCHIGUMO CLAN JUTSU
Ledio waits hiding in the darkness of the trees. His target D-RANK
walking unassuming directly under him. He jumps into
action, weaving a web launching it at them capturing them WEB BIND
almost instantly.
Classification: Hijutsu
—Tatsunami Aburame Rank: D-Rank
The Long Road, Ch. 4 excerpt. Casting Time: 1 Action
Range: Self (15-foot cone)
ARACHNOPHOBIA Duration: 1 Round
Components: HS, CM
The Tsuchigumo Clan is a small clan from the land of Cost: 5 Chakra
Rice, which finds its home in the Sound Village. But ever Keywords: Hijutsu, Ninjutsu
since the destruction of the Sound Village, they have Description: You knead sticky webbing in your mouth
scattered and are known to work closely with the Grass and spit it out covering the target area in front of you.
and Leaf Villages respectively. They are known for their Creatures in the target area must succeed a Dexterity
odd genetic makeup allowing them to create webs, and saving throw, being restrained on a failed save as the
biological matter that acts like chakra resistant armor. sticky web restricts movement. The target area of the
webs becomes difficult terrain. Creatures of enter the
TSUCHIGUMO TRAITS area must succeed a Strength saving throw being
restrained on a failed save.
Ability Score Increase: +2 Wis, +1 Dex
Speed: Your base walking speed is 35 feet. At Higher Ranks: For each rank you cast this jutsu
Skill Proficiencies: Acrobatics, Chakra Control above D-Rank, increase the cost of this jutsu by 3 and
Weapon Proficiencies: You are proficient with the range by 5 feet.
Shortbow’s and Longbows.
SPIDER ART: TERRIBLE SHOT
TSUCHIGUMO FEATURES
Spider Techniques: The Tsuchigumo Clan have access Classification: Hijutsu
to a separate list of Jutsu unique to their Clan. You can Rank: D-Rank
add these Jutsu to your jutsu list instead of selecting Casting Time: 1 Action
jutsu from the Normal jutsu list(s). Range: 120 Feet
Duration: Instant
Third Eye: The Tsuchigumo are widely known as Components: HS, CM
“Arachnoids” or “Spider people” from their seeming Cost: 5 Chakra
closeness of the insects. But what most don’t know Keywords: Hijutsu, Bukijutsu
about are the third eye’s that reveal themselves on your Description: (As a requirement to cast this jutsu, you must
forehead as the clansmen grow older. Beginning at 1st have a Web Weapon Bow) You spin your webs reinforcing
level, your third eye has reach maturity, and it opens at your bow to have enhanced tension strength able to
your command. As an action for 1 minute, you open your handle twice the normal tension put on a normal bow.
third eye, increasing your perceptive ability greatly. You Make a ranged taijutsu attack using your Web Bow. On a
gain a +5 to Perception checks and your passive hit, roll double the weapon damage dice with your bow.
perception. Attacks with Ranged weapons you are
proficient in can be made at twice the range and you add At Higher Ranks: For each rank you cast this jutsu
your wisdom modifier to attack and damage rolls made above D-Rank, increase the cost of this jutsu by 3 and
with ranged weapon and taijutsu attacks. At the end of the dice multiplier by 1. (Double > Triple > Quadruple >
this feature’s duration, you cannot use this feature until Quintuple > Sextuple)
you finish a Short Rest. Beginning at 11th level damage
you deal with ranged weapon or taijutsu attacks ignore STICKY GOLD
resistance, and cannot have its damage reduced by more
than 5. Classification: Hijutsu
Rank: D-Rank
Web Weapons: Beginning at 3rd level you can produce Casting Time: 1 Reaction to being hit with an attack
spider webs by infusing your spit or sweat with chakra. Range: Self
You can use this web to create traps, and even sense Duration: Instant
enemies. You can as a bonus action, generate enough Components: CM
webbing to create “Web weapons” which you have Cost: 5 Chakra
proficiency with. You can create any simple or martial Keywords: Hijutsu, Ninjutsu
weapon. Weapons made this way always have the Light, Description: Using the same philosophy and techniques
Multiattack, and Critical property and lose the Heavy, used to make your Exoskeleton, you are able to quickly
Two-Handed and Loading properties if any. produce this armor at the point of contact. You reduce
damage 4d6 as you quickly layer the armor to negate the
Exoskeleton: Beginning at 7th level you can create a attack.
hardened form of your Spider webs but have it come from
your skin pores, creating a type of natural body armor. You At Higher Ranks: For each rank you cast this jutsu
can as an action or reaction conjure this armor by spending above D-Rank, increase the cost of this jutsu by 3 and
5 chakra. For the next minute while you are not wearing reduce damage further by 2d6.
Medium or Heavy armor, you are treated as if you are
wearing Light Armor, you gain a +1 to your AC and 10
Temporary Hit points. Beginning at 15th level this bonus
increases to +3 and 20 Temporary hit points. Beginning at
18th level you gain a+5 to your AC and 30 Temporary Hit
points. The bonus to AC lasts for 1 minute, or until you no
longer have Temporary hit points from this feature.
C-RANK: B-RANK:
SPIDER WEB AREA SPIDER ART: TERRIBLE SPLIT
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 10 Minutes Casting Time: 1 Action
Range: 120-foot radius sphere Range: Self
Duration: 12-Hours Duration: 1 Minute
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Sensory Keywords: Hijutsu, Bukijutsu
Description: (You must know the Web Bind Tsuchigumo Description: (You must have a Web Weapon Bow, and have
Clan Jutsu to cast this jutsu) You take time to spread a your Third Eye Active in order to cast this jutsu.) You
network of extremely thin and almost invisible webs reinforce the bow string of your Web Bow, with an
called “Touch threads”. For the duration of this jutsu enhanced string of Silk able to handle up to ten times the
creatures who enter the radius of this jutsu immediately normal tension put on a bow draw. While wielding this
alert you to their presence and location regardless of enhanced bow, as a Bonus action you brace yourself
their stealth ability check. You can also as an action drawing the bow using your entire body as you also
target one creature whom you can see while both you create an Arrow with a drill like Tip. You can use your
and them are in the radius of your jutsu. By ending this action after taking a bonus action to prepare your shot to
jutsu you attempt to ensnare the target by focusing on make a ranged taijutsu attack firing the drill tipped
them and taking direct control of the webbing. The arrow with your enhanced bow. On a Hit target creature
target creature must succeed a Dexterity saving throw takes 8d10 Piercing damage and must succeed a Strength
coming under the effects of the Web Bind Tsuchigumo saving throw having their movement speed reduced to 0
Clan Jutsu on a failed save and no further effects on a for 1d4 rounds as your web guided arrow also spreads
successful one. your sticky webbing around your target restricting their
movement slowing them down.
SPIDER WEB FLOWER
A-RANK:
Classification: Hijutsu
Rank: C-Rank SPIDER NEST SUMMONING: RAIN OF
Casting Time: 1 Action SPIDERS
Range: 60 feet
Duration: 1 round Classification: Hijutsu
Components: HS, CM Rank: A-Rank
Cost: 9 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu Range: Self (60-foot cylinder)
Description: You spit several small nets of webbing from Duration: 1 Hour
your mouth at up to 3 targets. Make a Ranged Ninjutsu Components: HS, CM
attack against up to three targets you can see in range. Cost: 20 Chakra
Target creatures become grappled by the webbing until Keywords: Hijutsu, Ninjutsu, Fuinjutsu
the end of their next turn. Description: You draw out one of your clans secret
summoning scrolls, releasing a Large Nest of spiders
At Higher Ranks: For each rank you cast this jutsu that all attack a 30-foot radius sphere centered on you.
above C-Rank, increase the cost of this jutsu by 3 and the Creatures in the target radius must succeed a Strength
number of creatures you can target by +1. saving throw, being Restrained & Incapacitated for the
duration, on a failed save as the newly born spiders
SPIDER WEB WALL encircle them catching them in sticky spider webs
ensnaring the creatures, cutting off their exits and
Classification: Hijutsu restricting movements. Creatures must also succeed a
Rank: C-Rank constitution saving throw being poisoned on a failed
Casting Time: 1 Action save as the newly hatched spiders
Range: 90 feet begin biting into the targets
Duration: Up to 1 Hour poisoning them, weakening their prey
Components: HS, CM in preparation for being
Cost: 9 Chakra consumed later. Creatures
Keywords: Hijutsu, Ninjutsu affected by this jutsu can
Description: You anchor webbing between two solid make an Athletics
masses (such as walls or trees). Creatures are heavily check vs your
obscured from each other on either side of the webbing. Ninjutsu save DC to
Each creature that starts its turn in the webs or that escape.
enters them must make a Strength saving throw. On a
failed save the creature is restrained as long as it
remains in the webs or until it breaks free. Attacks that
pass through the wall of webs are made at disadvantage.
UCHIHA CLAN • Sharingan Dodge 1: As a Reaction by spending 3 Chakra,
add +3 to your AC and Dexterity saving throws until the
Vale sits holding her fallen ally in her arms. As the enemy start of your next turn. This does not consume a use of
surrounds her. “This is it, Uchiha. It’s over, there is no way to your Sharingan Clan Feature.
reconcile what you did. If you had just surrendered from the
beginning, they would all be alive” the rogue shinobi says • Copy Wheel 1: As a Reaction You can copy a Jutsu in use,
while placing his weapon on his shoulder looking down on that you can see whose level is equal to or less than your
her. Vale begins to look up at them, but something is Intelligence or Wisdom Modifier (Min 1) or lower (D-
different. Her eyes are red with additional tome in them. The Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.) This
rogue shinobi attack her but misses, she moves like she was Jutsu cannot have the Hijutsu Keyword and you cannot
a phantom, a ghost. She sees all of their movements before copy a ninjutsu with a nature release keyword you don’t
they even make them and will get vengeance for her fallen have access to. This jutsu is temporarily added to your
allies. She feels her weakness being the sole reason for their Jutsu list until you either copy another jutsu or take a
defeat and she will rectify it, if it's the last thing she does. short or long rest. Alternatively, you can also attempt to
learn the jutsu if you succeed on a DC (10 + Jutsu Level, D-
—Tatsunami Aburame Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) ability
The Long Road, Ch. 15 excerpt. check using the Jutsu’s corresponding Ability score
(Ninjutsu, Genjutsu, or Taijutsu ability score). You cannot
THE CURSE OF HATRED gain the benefit of bonuses to this ability check by any
means. On a success you add the Jutsu to your known list.
The Uchiha clan is one of the four noble clans of On a failure, you do not learn it, and cannot attempt to
Konohagakure, reputed to be one of the village's again until after a long rest. You can learn a number of
strongest because of their Sharingan and natural battle jutsu this way equal to your proficiency bonus. If you
prowess. After helping found Konoha decades ago, the attempt to learn a jutsu while you already have the
Uchiha grew increasingly isolated from the village's maximum possible learned from this feature, you unlearn
affairs, culminating in most of their deaths during the one of the jutsu learned this way, replacing it.
Uchiha Clan Downfall. After the 4th great ninja war, they
began to find footing and regrow. There are quite a few • Genjutsu Counter 1: You are always aware when you are
Uchiha now in the present day, though not as many who under the effects of a Genjutsu who’s DC is equal to or less
are shinobi. than your Passive Illusion (Wisdom (Illusion) Bonus +10)
regardless if the genjutsu has the Unaware Keyword. Also,
UCHIHA TRAITS as an Action or Reaction, while under the effects of a
Genjutsu you are aware of, you can immediately make an
Ability Score Increase: +2 Dex, +1 Int or Wis additional saving throw to end their effects.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Insight, Pick one between: Ninshou, • Hypnotic Eye 1: As a Bonus Action when you cast a
Martial Arts, Illusions Genjutsu with the Visual Keyword, you can increase the
Passive Affinity: You have Fire Release Affinity Save DC by +1.
UCHIHA FEATURES 2-Tomoe Sharingan: At 7th Level you gain the ability to
Uchiha Techniques: The Uchiha have access to a take the Search Action as a bonus Action and one of the
separate list of Jutsu unique to their Clan. You can add following features.
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list. • Sharingan Dodge 2: You can only take this feature If you
already have Sharingan Dodge 1. Your Sharingan Dodge
Sharingan: One of the Hidden Leaf Village’s 2 Great bonus becomes +5, instead of +3. This does not consume a
Dojutsu. The Sharingan is an eye of extreme potential use of your Sharingan Clan Feature.
and flexibility. At Third Level you gain access to one of
the following features. You gain access to more at the • Aggressive Foresight: As a Reaction, you can make an
dictated levels below. Activating your Sharingan costs 5 Insight check against a creature when they target you or
chakra and is a bonus Action and remains active for 10 someone within 30 feet of you with a jutsu and you can
minutes. You may only use features gained from this see them. The DC is 12+ Rank of the Jutsu (D-Rank: 1, C-
Clan Feature while your Sharingan is active. You may Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a success you
only learn features from the lists provided at each given know the Jutsu you or an ally are being targeted with. If
level. You can use these features a number of times equal you are the target, you gain an additional reaction
to 2 + The number of Tomoe you currently have, per immediately after this one. If the target is an Ally, they
Activation. You may Spend 5 Chakra while your gain a +2 Bonus to their AC against this singular attack as
Sharingan is active to reset the number of uses you have. you tell them what to look out for.
(This counts for all features not each individually.)
• Aggressive Jutsu Augmentation 1: As a Bonus action,
1-Tomoe Sharingan: At 3rd level you gain 30 feet of when casting a Ninjutsu, Taijutsu or Genjutsu, you may
chakra sight and two of the following Features. spend additional chakra equal to half of its total cost to
increase Jutsu Rank by one. This is not limited by the Rank
• Sharingan Adaptation: Select one Jutsu Type between of Jutsu you can learn. (D>C>B>A>S) If you would attempt
Genjutsu & Taijutsu. For the Duration of your to upcast an S-Rank jutsu that deals damage, its rank
Sharingan, Uchiha Clan Jutsu your Select Jutsu Casting remains S-Rank, but its damage is increase by 2 damage
Ability Score is changed to the Listed Score; die or Save DC by +2.
• Genjutsu: Charisma
• Taijutsu: Dexterity • Genjutsu Counter 2: You can only take this feature if you
already have Genjutsu Counter 1. You are always aware if
• Sharingan Agility: For the Duration of your Sharingan, you are under the effects of a Genjutsu regardless of the
you while wearing Light or No Armor, Your AC equals keyword. At the beginning of each of your turns, you can
10 + Half Your Proficiency (Rounded Down) + immediately make an additional saving throw to end their
Dexterity Modifier + Intelligence Modifier. effects.
3-Tomoe Sharingan: At 11th Level you gain a +5 bonus • Amplified Flames: When you would cast a Uchiha Clan
to your passive perception and one of the following Ninjutsu with the Fire Release Keyword, you reduce
features. the cost by 1 for each Rank. (D-Rank: 1, C-Rank: 2, B-
Rank: 3, A-Rank: 4, S-Rank: 5)
• Sharingan Dodge 3: You can only take this feature If
you already have Sharingan Dodge 2. When targeted by • Feinting Attack: While you are gaining the benefits of
an attack, by spending 10 Chakra as a reaction, you your Sharingan feature, as a Bonus action you select a
instead can just cause the triggering attack to miss. If target. You have advantage on the next attack roll
you must make a Dexterity saving throw, you can against that creature. If the attack hits, you may add
choose to instead succeed regardless of what you half of your proficiency bonus to the damage done.
rolled taking no damage or suffering no effect instead You may use this feature a number of times equal to
of taking half damage or an alternative effect. This can your Taijutsu Ability Modifier per short rest.
only be done if you are not restrained or prone.
• Sharingan Advancement: You may select 1 additional
• Copy Wheel 2: You can only take this Sharingan Sharingan Feature you qualify for. You may take this
Feature if you have taken Copy Wheel 1 previously. You feature more than once.
can instead learn the jutsu, you’re attempting to copy
permanently, if you succeed a DC (13 + Jutsu Level, D- • Maneuvering Shuriken: If you have the Uchiha
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) Shuriken Rain clan jutsu on your known jutsu list, if
ability check using the Jutsu’s corresponding Ability you use both your action and bonus action to throw a
score (Ninjutsu, Genjutsu, or Taijutsu ability score). weapon with the multiattack property, you instead
You cannot gain the benefit of bonuses to this ability treat it as if you casted the Jutsu at D-Rank at no
check by any means. On a success you add the Jutsu to Chakra Cost. Beginning at 9th level, you treat this
your known list. On a failure, you do not copy it, and casting a C-Rank, and B-Rank at 13th level. You may
cannot attempt to again until after a long rest. use this feature a number of times equal to your
Taijutsu Ability Modifier per short rest.
• Aggressive Jutsu Augmentation 2: As a Bonus action,
when casting a Ninjutsu, Taijutsu or Genjutsu, you
may spend additional chakra equal to half of its total
cost to increase Jutsu Rank by one. (D>C>B>A>S). If
you would attempt to upcast an S-Rank jutsu that
deals damage, its rank remains S-Rank, but its
damage is increase by 2 damage die or Save DC by +2.
If you already have Aggressive Jutsu Augmentation
feature you instead spend no additional cost to
increase the jutsu’s rank by one.
• Hypnotic Eye 2: You can only take this feature if you
already have Hypnotic Eye 1. As a Bonus Action when
you cast a Genjutsu with the Visual Keyword, you can
increase the Save DC by +3.
Advanced Adaptation: Uchiha are known for their
extreme adaptation on the battlefield. Able to see,
comprehend, understand and react all in a hair’s
breadth with or without a Sharingan. At 3rd level you
gain one of the following Advanced Adaptation
Features. You can select another of these features
beginning at 7th, 15th and 18th level.
• Agile Stance: If you have the Uchiha Awaiting Stance
Clan Jutsu on your known Jutsu list, when a
creature’s attack would miss you, you are able to, as a
reaction, use the jutsu’s effects as if they missed you
while you had it casted at D-Rank, at no chakra cost.
Beginning at 9th level, you treat this casting a C-
Rank, and B-Rank at 13th level. You may use this
stance a number of times equal to your Taijutsu
Ability Modifier per short rest.
• Aggressive Assault: If you have the Uchiha Great
Assault clan jutsu on your known jutsu list, if you hit
a creature with 2 or more unarmed attacks, you
instead of dealing unarmed damage can treat the
attacks as if you casted the Jutsu at D-Rank at no
Cost. Beginning at 9th level, you treat this casting a
C-Rank, and B-Rank at 13th level. You may use this
feature a number of times equal to your Taijutsu
Ability Modifier per short rest.
• Amplified Defense: While you are gaining the benefits
of your Sharingan feature, you may make a number of
reactions equal to your Sharingan’s Tomoe, per long
rest.
UCHIHA CLAN JUTSU If this jutsu is cast as a result of Uchiha Awaiting
Stance, it is automatically upcast to the same rank at no
D-RANK: additional cost.
GENJUTSU: SHARINGAN! At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu damage by 2d8.
Rank: D-Rank
Casting Time: 1 Action UCHIHA SHURIKEN RAIN
Range: 30 Feet
Duration: Instant Classification: Hijutsu
Components: CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Genjutsu, Visual Range: 30 feet (10-foot radius sphere)
Description: As part of the requirements of this jutsu, Duration: Instant
you must have the Sharingan Clan Feature Active. By Components: W (Shuriken or Kunai), NT, M
making eye contact with a creature while your Sharingan Cost: 4 Chakra
is active, you are able to cast any Genjutsu of D-Rank or Keywords: Hijutsu, Bukijutsu
lower that you could learn at no additional chakra cost Description: You consume a stack of shuriken or Kunai,
that does not require mobility (M), a Chakra Seal (CS), a and launch them at once into the air. Creatures in the
weapon (W) or ninja tools (NT) components and cannot target area, must succeed a Dexterity saving throw. On a
have a range of self. The genjutsu cast must have a failed save, the target creature(s) take 5d4 Slashing
casting time of 1 action or bonus action. The Range of the damage and become restrained in place until the end of
Genjutsu becomes the range of this jutsu and can only their next turn as they are pinned to the closest surface
affect the target creature you are looking at. This can be to them or half as much damage and no additional
done without breaking stealth. effects on a successful save.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 4 and above D-Rank, increase the cost of this jutsu by 3 and
the rank of the Jutsu that can be cast by 1 (D>C>B>A>S) damage by 2d4.
UCHIHA AWAITING STANCE UCHIHA EMBER BULLET
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you are Casting Time: 1 Action
targeted by an attack or would make a Dexterity saving Range: 60 Feet
throw. Duration: Instant
Range: Self Components: HS, CM
Duration: 1 Round Cost: 5 Chakra
Components: M Keywords: Hijutsu, Ninjutsu, Fire Release
Cost: 4 Chakra Description: This is a unique variation of the “Fire
Keywords: Hijutsu, Taijutsu Release: Phoenix Fire” Jutsu. Make a Ranged Ninjutsu
Description: As a Reaction, you force the triggering attack against a target creature in range. On a hit, they
creature and all subsequent attacks targeting you, to roll take 4d8 + Ninjutsu ability modifier fire damage.
at disadvantage or you gain advantage on the triggering
Dexterity saving throw and all subsequent Dexterity At Higher Ranks: For each rank you cast this jutsu
saving throws until the beginning of your next turn. above D-Rank, increase the cost of this jutsu by 3 and
When a creature misses you with a melee attack or you damage by 2d8
pass a Dexterity saving throw, you immediately make a
melee weapon attack or cast a D-Rank Taijutsu or C-RANK:
Bukijutsu that you know. If the jutsu cast is an Uchiha
Clan Hijutsu, you may cast it at 0 Cost. GENJUTSU: DEFLECT!
At Higher Ranks: For each rank you cast this jutsu Classification: Hijutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: C-Rank
the rank of the Jutsu Cast by 1 (D>C>B>A>S). Casting Time: 1 Reaction, which you take when you or
another creature you can see are under the effects of a
UCHIHA GREAT ASSAULT Genjutsu.
Range: 30 Feet
Classification: Hijutsu Duration: Instant
Rank: D-Rank Components: CM
Casting Time: 1 Action Cost: 8 Chakra
Range: Touch Keywords: Hijutsu, Genjutsu, Visual
Duration: Instant Description: As part of the requirements of this jutsu,
Components: M you must have the Sharingan active. You may attempt to
Cost: 4 Chakra make a Wisdom (Illusion) check at Advantage vs the
Keywords: Hijutsu, Taijutsu Genjutsu save DC. On a success you end the Genjutsu
Description: Make a Melee Taijutsu attack against a affecting you or another creature. When you do you must
target creature in range. On a Hit they take 3d8 select another targeting within range, that you can see
bludgeoning damage. You also gain advantage on your and make eye contact with. The target creature must
next Melee or Taijutsu attack against them on your next succeed a Wisdom Saving throw, being affected by the
turn. Genjutsu you previously ended on a failed save. On a
successful save, no additional effects.
GENJUTSU: RED STAR UCHIHA FLAME TOWER
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: Self (60 Foot Cylinder)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: CM Components: HS, CM
Cost: 9 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Genjutsu, Visual, Unaware Keywords: Hijutsu, Ninjutsu, Fire Release
Description: You attempt to put a group of creatures under a Description: This is a unique variation of the Fire
unique and powerful Genjutsu. The Sun turns red and begins Release: Fire Wall Jutsu. You create a more focused
to slowly approaching. cylinder of fire centered on you; 60 feet tall that expands
60 feet centered on the user.
Select a space you can see within range. All creatures in a
20-foot radius sphere centered on this space must make a Creatures other than you that start their turn inside
Wisdom saving throw. On a failed save, a creature gains 2 the Flame Tower or attempt to cross the wall of fire,
rank of fear against the sun and will try to escape any source must succeed a Dexterity saving throw against your
of light opting to move into total darkness. It must spend its Ninjutsu save DC, taking 8d8 Fire damage and pushing
entire turn looking for cover or concealment from all light back 5 feet on a failed save and half as much on a
sources. A creature that begins its turn under any source of successful save.
light takes psychic damage equal to 2d6 + Your Genjutsu
Ability Modifier. For every rank of fear a creature has they The walls of the Flame tower has an AC equal to your
take an additional 2d6 psychic damage. Ninjutsu save DC and 10d10 Hit points. The wall regains
Hit points when hit by wind damage equal to the damage
At the end of an affected creatures turn, they remake the dealt. The Flame tower is vulnerable to Water Release
save ending this genjutsu on a success. Jutsu.
UCHIHA FLAME BALL A-RANK:
Classification: Hijutsu UCHIHA FLAME SPIRAL
Rank: C-Rank
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet (20-foot radius sphere) Rank: A-Rank
Duration: instant Casting Time: 1 Action
Components: HS, CM Range: 120 Feet
Cost: 9 Chakra Duration: Concentration, up to 1 Minute
Keywords: Hijutsu, Ninjutsu, Fire Release, Clash Components: HS, CM
Description: This is a unique variation of the “Fire Release: Cost: 20 Chakra
Great Fireball” Jutsu. You fire a stream of fire 5 feet wide and Keywords: Hijutsu, Ninjutsu, Fire Release
up to 60 feet long in a straight line originating from you. Description: The Ultimate Uchiha Fire Release. As part of
This fire stops at a space of your choice along this distance the requirements of this jutsu, you must have the
and expands into a large 20-foot radius sphere of blazing Sharingan active. By making the necessary handseals you
orange flame centering on the selected space. All creatures conjure three flaming tornados. Each tornado is 10 feet
in both this Jutsu's stream and blazing sphere, must wide and 30 feet tall. Creatures, whose space the tornado
succeed a Dexterity saving throw. On a failed save they take passes through must succeed a Dexterity saving throw
4d10 fire damage and the burned condition on a failed save taking 10d10 fire damage on a failed save or half as much
or half as much on a success. on a successful one.
At Higher Ranks: For each rank you cast this jutsu above Additionally, a creature who would make a Dexterity
C-Rank, increase the cost of this jutsu by 3 and damage by saving throw to resist the effects of this jutsu must also
2d10. succeed a constitution saving throw, being burned on a
failed save.
B-RANK:
Also, as a bonus action on each of your turns, you may
UCHIHA FLAME FLOWER command each tornado separately, moving them up to
60 feet each. A tornado cannot occupy the same space as
Classification: Hijutsu another tornado. A creature cannot be affected by more
Rank: B-Rank than 1 tornado a turn.
Casting Time: 1 Action
Range: 120 Feet The Flaming tornados can be dispersed with enough
Duration: Concentration, up to 1 minute force. The Flaming Tornados has an AC equal to your
Components: HS, CM Ninjutsu save DC, and hit points equal to ten times your
Cost: 14 Chakra Ninjutsu Ability Modifier. The Flaming Tornado counts
Keywords: Hijutsu, Ninjutsu, Fire Release as a construct, has vulnerability to Cold Damage, and
Description: This is a unique variation of the Fire Release: Hot when damaged by wind damage, instead gains hit points
Sun Jutsu, where you create 8 smaller ruby red spheres of fire equal to the damage the jutsu would have dealt.
in the air and have them float midair no higher than 30 feet
and no further than 120 feet from you. As a Bonus action on
your turn, you may command a single sphere to attack a single
creature. Make a Ninjutsu attack against a single creature. On a
Hit they take 4d8 Fire damage and the sphere is lost. If you
miss you still lose one of the fire spheres.
UZUMAKI CLAN Inhuman Lifeforce: Uzumaki’s are known for having
life forces that rival that of legendary shinobi. At 11th
Ketsuki stands in the middle of the arena, his rival standing level, you gain Proficiency in Constitution saving throws.
opposite to him. “How are you still standing? I've closed so If you are already Proficient you instead add 1d6 to all
many of your chakra points. Just fall over and give up Constitution saving throws.
already Ketsuki!” his rival cried out. Ketsuki, stumbling but
resisting to fall over, begins to weave hand seals. “I don’t Incomprehensible Fortitude: At 18th level, when you roll
back down! You of all people should know that by now!” he a Constitution Saving throw, you may succeed, regardless
screams as he finishes his hand seals and creates a wave of of the roll. Upon Success, you ignore the effects of the Jutsu
Fire from the ground as it rolls towards his rival, overcoming or ability that caused you to make the constitution safe.
him and defeating him as the crowds from the chunin arena This can only be done once, per long rest.
screams in excitement.
UZUMAKI CLAN JUTSU
—Tatsunami Aburame
The Long Road, Ch. 6 excerpt. D-RANK:
NEVER BACKING DOWN CHAKRA RESERVES
The Uzumaki Clan was formerly a prominent clan in the Classification: Hijutsu
whirlpool country. Since its destruction, most of its Rank: D-Rank
members have resided in Konoha. Despite its past Casting Time: 1 Week of Downtime
demise, over 100 years after the Fourth Shinobi World Range: Self
War the clan is once again active and prominent in the Duration: -
land of Fire. Uzumaki's skill with Fuinjutsu earned them Components: HS
both respect and fear throughout the ninja world. Cost: -
Uzumaki naturally possess incredibly strong life-forces. Keywords: Hijutsu
As such, they have very long lifespans and likewise age Description: You create a reservoir of chakra within your
slower. body. You store up to half of your maximum chakra inside
yourself. It takes a full week of Downtime, spent
UZUMAKI TRAITS recuperating to complete the process. Once completed you
can instead spend chakra from the reservoir, instead of
Ability Score Increase: +2 Con, +1 Cha your chakra pool for Jutsu. Chakra stored in the chakra
reservoir cannot be replenished with rests of any type
Speed: Your base walking speed is 30 feet. (Short, Long or Full). Instead, you must cast the jutsu
Skill Proficiencies: Chakra Control, Ninshou again in order to refill the chakra reservoir.
Uzumaki Hijutsu: You know 1 additional Uzumaki Clan UZUMAKI ART: BASIC SEAL
D-Rank Jutsu, this does not count against your jutsu
known. Classification: Hijutsu
Rank: D-Rank
UZUMAKI FEATURES Casting Time: 1 Action
Uzumaki Sealing Techniques: The Uzumaki have Range: Touch
access to a separate list of Jutsu unique to their Clan. You Duration: 1 Minute
can add these Jutsu to your jutsu list instead of selecting Components: HS, CM, CS
jutsu from the Normal jutsu list. Cost: 5 Chakra
Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Fuinjutsu Master: Beginning at 1st level, Uzumaki can Description: You inscribe a chakra seal onto the palm of
utilize Jutsu with the Fuinjutsu Keyword far better than your hand and create a three-point seal formation and
most. One per rest, you can cast a jutsu you know with attempt to seal away a large portion of a target creature's
the Fuinjutsu keyword that has a casting time of 1 action, chakra by slamming the seal onto the creature for a limited
as a bonus action. This increases to twice per rest at 11th time. Make a melee ninjutsu attack. On a hit, the target is
level and three times per rest at 18th level. infused with three seal nodes. Whenever the target
creature attempts to cast a Ninjutsu or Genjutsu, all
Wellspring of Chakra: Uzumaki’s are known for their remaining seal nodes activate and they increase the cost of
massive reserves of chakra. Beginning at level 1, increase the jutsu cast by half (rounded down) and then make a
your chakra point total by 2, thereafter, each time you constitution saving throw. On a Successful save, they break
gain a level, increase your chakra point total by 2. one of the seal nodes placed. After 1 minute or all three
seals are broken, this jutsu ends.
Fundamental Difference: Uzumaki’s are known for
their incomprehensible stamina and they have adapted it Additionally, a sealed creature makes Constitution
to allow them to magnify their sealing Techniques. (Chakra Control) checks at disadvantage.
Beginning at 3rd Level, you may use Constitution instead
of Intelligence for the Attack and Damage rolls as well as
Save DC of Ninjutsu you cast with the Fuinjutsu
Keyword.
Draining Seals: Starting at 3rd level, When a creature
fails a saving throw against a Ninjutsu you cast with the
Fuinjutsu Keyword, they lose a number of chakra points
equal to twice your proficiency bonus. A creature can
only lose chakra in this way, once per turn. Beginning at
7th level creatures instead take chakra damage equal to
triple your proficiency bonus.
FONT OF LIFE At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu increase the size of the barrier by 5ft.
Rank: D-Rank
Casting Time: 1 Action ADAMANTINE BINDING CHAINS
Range: Touch
Duration: Instant Classification: Hijutsu
Components: CM Rank: C-Rank
Cost: Special Casting Time: 1 Action
Keywords: Hijutsu, Medical, Ninjutsu Range: 30 feet
Description: You sacrifice your blood, chakra and Duration: Concentration, up to 1 minute
essence to mend the injuries of an ally. A willing Components: HS, CM
creature, other than yourself, may bite you, dealing 1 Cost: 8 Chakra
piercing damage, which cannot be reduced in any way. Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: Your body produces 4 large chakra-based
When they do, you spend Chakra die up to your chains from your back that you control as if they were
remaining chakra die. For each chakra die spent, the extensions of your body. They act on your order all at the
target regains hit points equal to the result of the chakra same time, targeting the same creature. As a bonus
die rolled + your constitution modifier. action on your turn, you may have the chakra chains act
using either of the following abilities.
FLASH ANCHOR
• Whip: Make a Ninjutsu attack against a target
Classification: Hijutsu creature, dealing 4d10 slashing damage on a hit.
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you • Bind: Select one Creature you can see within range.
would take damage or make a saving throw or ability The target creature must succeed a Strength Saving
check that would move you by any means. throw. On a failed save, they are restrained. Target
Range: Self suffers no additional effects on a successful save. A
Duration: 1 Round restrained creature may repeat the saving throw at the
Components: CM, CS end of each of their turns.
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu At Higher Ranks: For each rank you cast this jutsu
Description: You quickly deploy chakra seals around you above C-Rank, increase the cost of this jutsu by 3, the
to create an immovable defensive barrier. Until the start damage by 2d10 and the number of creatures you can
of your next turn, you cannot be moved by any means. target with Bind by +1.
Additionally, you gain a bonus to your AC equal to your UZUMAKI ART: 5-PRONGED SEAL
Ninjutsu Ability Modifier until the beginning of your
next turn. Classification: Hijutsu
Rank: C-Rank
C-RANK: Casting Time: 1 Action
Range: Touch
ADAMANTINE BARRIER Duration: Up to 1 Week
Components: HS, CM, CS
Classification: Hijutsu Cost: 9 Chakra
Rank: C-Rank Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Casting Time: 1 Action Description: An advanced version of the Uzumaki Art:
Range: 60 feet. Basic Seal, requiring two chakra seals layered on top of
Duration: Concentration, up to 10 minutes one another and reinforced with a 5-point seal of your
Components: HS, CM, CS design, made to lock away chakra for powerful creatures.
Cost: 9 Chakra
Keywords: Hijutsu, Fuinjutsu, Ninjutsu Make a melee ninjutsu attack against a creature within
Description: You expertly weave a net creating an range. On a hit, the target is infused with five seal nodes.
impregnable barrier using your adamantine sealing Whenever the target creature attempts to cast a Ninjutsu
chains. or Genjutsu, all remaining seal nodes activate and they
double the cost of the jutsu cast and then they must
The barrier appears at a point you can see within make a constitution saving throw. On a successful save
range. It can be free floating or resting on a solid surface. they remove one of the seals. After 1 week, or all 5 seals
You form it into a sphere with a 15-foot radius. It lasts have been broken, this jutsu immediately ends.
for the duration.
Additionally, a sealed creature who would make a
If the wall cuts through a creature’s space when it Constitution (Chakra Control) check automatically fails.
appears the creature is pushed to one side of the wall.
(You decided which side) If this jutsu is currently affecting a creature under the
effects of the Uzumaki Art: Basic Seal Uzumaki clan
If a hostile creature attempts to move through the Hijutsu, any Saving throw or ability check made to
barrier without the caster’s permission, it must make a remove or resist a Jutsu with the Fuinjutsu Keyword
charisma saving throw. On a failed save, it cannot push (Excluding this one) is made at disadvantage.
through the barrier for the remainder of the turn.
Additionally, Uzumaki Art: Basic Seal’s duration is
Additionally, for the duration of the jutsu, any changed to match this jutsu’s duration if they are under
creatures outside the barrier who targets a creature the effect of both the above named jutsu, and this jutsu
inside the barrier with an attack or jutsu, must make a at the same time.
charisma saving throw. On a failed save the creature
must choose a new target outside of the barrier, or lose
the attack or jutsu. Area of effects can still move through
the barrier as if it wasn’t there.
B-RANK: A-RANK:
UZUMAKI STUBBORNNESS UZUMAKI ART: RIVER DAM SEAL
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Action.
would fall to 0 hit points. Range: Touch
Range: Self Duration: Permanent
Duration: Instant Components: HS, CM, CS
Components: HS, CM Cost: 25 Chakra
Cost: 12 Chakra Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Keywords: Hijutsu, Ninjutsu Description: As a part of the activation of this jutsu. The
Description: Your determination and chakra reserves are target must currently be under the effects of at least 1 or
powerful enough to keep you standing despite your body more of the following conditions; restrained,
suffering grievous injuries. When you fall to or below 0 incapacitated, stunned, paralyzed, or any number of
hit points, you may as a reaction inject chakra seals as a result of either Uzumaki Art: Basic Seal or
throughout your body forcing yourself to survive, Uzumaki Art: 5-Pronged Seal. (Seals count as a single
instead dropping to 1 hit point. You gain an additional condition for the purpose of this jutsu, regardless the
reaction which you can only use to cast this jutsu. This number of them on a single creature.)
additional reaction lasts until the beginning of your next
turn. You generate an infamous seal that grows in size so
much so that it encompasses up to a 300-foot radius
At the beginning of your next turn, you gain 1 rank of before instantly compressing down into a 1 kanji seal
weakened for the next minute as the stress from that can say or mean anything you wish.
maintaining consciousness and fighting through the
trauma takes its toll on you. Make a Melee Ninjutsu attack against the target. On a
hit the seal wraps itself around the target. An affected
UZUMAKI BREAK creature makes a constitution saving throw as you
attempt to permanently place barriers and seals around
Classification: Hijutsu their chakra network, removing their ability to even
Rank: B-Rank conjure chakra.
Casting Time: 1 Action
Range: 60 feet On a failed save, the target creatures Chakra is reduced
Duration: Instant to 0, and they cannot regain, increase, or be given chakra
Components: HS, CM by any means, for this jutsu’s duration as you tightly
Cost: 14 Chakra bind and disconnect their chakra network with 15
Keywords: Hijutsu, Fuinjutsu, Ninjutsu distinct seals throughout their body.
Description: Using your knowledge of seals and
Fuinjutsu, you surgically attempt to dismantle and break On a successful save, they instead reduce their current
all jutsu you see within range, that is currently being chakra by 8d8 + your Ninjutsu Ability Modifier, and no
maintained or is active. As part of the activation of this further effects, becoming unable to be affected by this
jutsu, make an Ninjutsu ability check against a DC (14+ jutsu for the next minute.
Rank of the Jutsu, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-
Rank: 4, S-Rank: 5). A creature currently under the effects of this jutsu can,
as an Action make a Ninshou Ability Check vs Your
On a success you understand the inner workings of all current Ninjutsu Save DC, to break one seal that you’ve
active Jutsu in range and how to break them, placed on them. A creature who is currently affected by
immediately ending its effects. You decide which jutsu other Ninjutsu with the Fuinjutsu Keyword, reduces any
you want to affect when you cast this jutsu. saving throw or ability check they make to remove this
or any jutsu with the Fuinjutsu keywords seal by -1 for
each one they are currently under the effects of.
A creature who has succeeded 5 of their Ninshou
checks can access 1/3rd of their chakra total (Rounded
down)
A creature who has succeeded 10 of their Ninshou
checks can access 2/3rd of their chakra total (Rounded
down)
A creature who has succeeded 15 of their Ninshou
checks immediately ends this jutsu’s effect on
them.
YAMANAKA CLAN • Who has a higher Wisdom Modifier?
• Who has a higher Charisma Modifier?
A bandit walks into his group's main tent and demands to This technique is taxing and thus you can only complete
speak to their leader. The leader approaches him annoyed this technique a number of times equal to your Charisma
and confused “What is the meaning of this Dan?” the bandit Modifier (Min 1)
leader demands. “I just got word from our scouts that the
shinobi posted just past the hilltops are moving out. They are Master Mental Alteration: Yamanaka are masters of
leaving! We need to act now boss.” he exclaims. The bandit mental afflictions and alterations. At 18th level when you
leader looks shocked but takes his underling at his word. He use Yamanaka Clan jutsu. You may roll 1d10 dealing the
commands his officers to get everyone up and moving now. result as Psychic damage. This is in addition to any
If the shinobi are gone then now is the time to move through damage the jutsu may already inflict.
the hill pass. Dan bows and begins to make his way out of
the tent. As he exits, he holds his head and almost collapses
before catching himself and grumbling, “What happened?”
About 400 Yards away hidden in the brush of a large tree,
Leena begins to wake up looking at her 2 allies and raising a
thumb of success. “They took the bait, hook line and sinker.”
She says as her allies inform the awaiting ambush party.
—Tatsunami Aburame, The Long Road, Ch. 14 excerpt.
IMPOSSIBLE TO PIN DOWN
The Yamanaka Clan is a family of shinobi found in
Konohagakure. They specialize in mind related
techniques, and they own and run a flower shop in the
village. They traditionally lead the Konoha Barrier Team.
The members of this clan specialize in mind-related
techniques which makes them experts at intelligence
gathering, espionage and interrogation amongst other
things. They have also displayed sensory abilities and
their techniques include transferring their
consciousness, reading minds and communicating
telepathically. The Yamanaka clan has a special
relationship with the Akimichi and Nara clan. For
generations, members of these three families have
formed an "Ino–Shika–Chō Trio", named after the
first part of the names of the members.
YAMANAKA TRAITS
Ability Score Increase: +2 Cha, +1 Int
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Illusions, Persuasion
Yamanaka Hijutsu: You know 1 additional Yamanaka
Clan D-Rank Jutsu.
YAMANAKA FEATURES
Mental Connections: Beginning at 1st level, you know
the Mind Body Transfer Yamanaka Clan Jutsu.
Yamanaka Techniques: The Yamanaka have access to
a separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list.
Mental Boon: Beginning at 3rd level, your experience
with Yamanaka Jutsu grows. You gain 1 Mental Boon of
your choice. Your Boon options are detailed at the end of
the Clan description. Also, at 5th, 7th, 11th, 15th and 18th
levels you gain additional boons of your choice as shown
in the Boon list in the Yamanaka Clan Boon Table.
Additionally, when you gain a level, you can choose one
of the boons you know and replace it with another boon
that you could learn at that level.
Mental Clarity: The Yamanaka are adept at mind
control, suggestion, alteration, and affliction, making
them far more suited to resist such attempts. At 7th
level, you have Advantage on Insight Checks to see
through Genjutsu and deception. At 15th Level as an
action, you can make an Insight check to learn any one
of the following about a target creature you can see
within range.
YAMANAKA BOONS YAMANAKA CLAN JUTSU
Name Prerequisite Effect D-RANK:
Adept 5th Level
Transfer When Figuring the DC for the Mind Body MIND BODY TRANSFER
- Transfer. You may use your Charisma modifier
Armored instead of Wisdom when figuring your Genjutsu Classification: Hijutsu
Thoughts 7th Level Save DC. Rank: D-Rank
5th Level Casting Time: 1 Action
Astute When making Intelligence, Wisdom or Charisma Range: 120 Feet
Mindset - saving throw to resist a Genjutsu. you may Duration: 1 minute
Awakened instead use your "Illusion" Skill as a bonus to Components: HS, CM
Mind - your roll instead of the original saving throw. Cost: 8 Chakra
Keywords: Hijutsu, Genjutsu, Fuinjutsu
Beast Mind Body When using Mental Clarity, you may add half Description: You perform the Yamanaka Clans most
Connection Disturbance your Wisdom Modifier to the roll made. prolific jutsu invading the mind and body of a target
(Yamanaka creature and overwriting their consciousness with your
Beguiling Clan Jutsu) You may connect with 1 willing creature and own. Target one creature you can see within range, that
Deception 5th Level communicate telepathically who you can see creature must make a Charisma saving throw. On a
within 60 feet of you. You don't need to share a Failed save, you transfer your consciousness into your
Bewitching 11th Level language to understand it or vice versa. But the target's body for 1 minute. Once you possess a creature's
Whispers of 11th Level Creature must be able to speak a language for body, you control it. Your game Statistics are replaced by
Madness 7th Level this to work. the Statistics of the creature though you retain your
Mental Sight Intelligence, Wisdom, and Charisma scores. You retain
You may connect with 1 animal-like creature the benefit of your own class feature. If the target has
Massive and communicate telepathically with it. It any class levels, you can't use any of its Class Features, if
displacement cannot respond but it does understand you the target takes any damage, they immediately attempt
Mask of Many completely. another saving throw, ending this effect on a successful
Minds save. On a successful save, you fall unconscious until the
Mental You may add your Proficiency bonus to beginning of your next turn at which time your
Domination Deception and persuasion skills while consciousness returns to your body.
inhabiting another creature’s body with "Mind
Body Transfer" Your body is left where you last were before you cast
this ability. It is functionally unconscious until you end
When using the Mind Body Disturbance Jutsu, this technique in which case you leave the creatures body
Increase the DC by 1. On a Failure deal 1d6 of and return to yours. If your body is damaged in any way
additional psychic damage in addition to the while you are inhabiting another creature's body, you
normal effect for the jutsu. immediately return to it.
You can sense the presence of other creatures' BESTIAL MIND DOMINATION
thoughts. Make a Wisdom (Insight) check vs a
DC 20, out to a range of 120 feet. This feature Classification: Hijutsu
can penetrate walls up to 5 feet thick. You Rank: D-Rank
cannot sense dreaming creatures, only actively Casting Time: 1 Action
thinking creatures. You cannot search for a Range: 60 Feet
specific creature with this feature. You become Duration: 1 minute
aware of the number and general direction of Components: HS, CM
said creatures. (You cannot hear or read Cost: 4 Chakra
thoughts, only sense their presence) Keywords: Hijutsu, Genjutsu, Fuinjutsu
Description: You perform a less intense version of the
When using the mind body transfer its range is Mind body transfer technique on an animal or some
now 300 Feet. creatures with less mental fortitude than a human.
Select a single target creature that you can see within
When using the Mind body transfer, you have range. Target creature must succeed an Intelligence
limited access to the memories of the creature saving throw against your Genjutsu save DC, becoming
whose body you are inhabiting. friendly towards you and becoming more inclined to
complete tasks for you for the duration, on a failed save.
When using the Mind Body Transfer, you may
increase the DC +1 The affected creature will fight for you if asked. While
they are friendly towards you, you can command them
Overpowering 15th Level When using Mind Body Transfer, while with both verbal and non-verbal actions. You can also
Mind inhabiting a creature. they take 2d6 Psychic understand things about them, such as them being
Damage each round you inhabit the body. happy, scared, or excited.
Efficient Mind - During this they get to make Charisma saves to
push you out.
When using any Yamanaka clan jutsu, reduce
the cost of them by 2 Chakra (Minimum Cost of
1.)
MIND BODY DISTURBANCE B-RANK:
Classification: Hijutsu MASS MIND BODY DANCE
Rank: D-Rank
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: HS, CM Range: 60 Feet
Cost: 5 Chakra Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Genjutsu, Fuinjutsu, Tactile Components: HS, CM
Description: You perform a modified version of the Mind Cost: 14 Chakra
body transfer technique on a humanoid creature you can Keywords: Hijutsu, Genjutsu, Fuinjutsu
see within range disassociating the mind and bodies Description: You issue a course of action (limited to a
activities and then forcing them to reset causing a sentence or two) and influence up to 6 creatures of your
significant amount of Psychic damage to the creature. choice that you can see and can hear you within range.
Target creature must succeed a Charisma saving throw. Each target must make a Charisma saving throw against
On a failed save target creature takes 3d8 psychic your Genjutsu save DC. On a failed save it pursues the
damage or half as much on a successful one. course of action to the best of its ability. A creature
cannot be ordered to harm themselves in any way or be
At Higher Ranks: For each rank you cast this jutsu made to perform an action that they know would harm
above D-Rank, increase the cost of this jutsu by 3 and themselves as a result.
damage by 2d8
The commanded action will continue to be attempted
C-RANK: the entire duration. If the activity is completed in a
shorter time, the jutsu immediately ends. Creatures are
MIND CONNECTION TECHNIQUE fully conscious of their actions, but cannot stop
themselves for the duration of this jutsu.
Classification: Hijutsu
Rank: C-Rank If a creature would take damage of any kind for the
Casting Time: 1 Action duration, they remake the Saving throw at Advantage.
Range: 500 Feet
Duration: up to 10 minutes A-RANK:
Components: HS, CM
Cost: 8 Chakra MIND PUPPET SWITCH: CURSED SEAL
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You create a temporary telepathic link Classification: Hijutsu
between yourself and a willing creature with which you Rank: A-Rank
are familiar and within range. Until the jutsu ends, you Casting Time: 1 Week
and the target can instantaneously share words, images, Range: 5 Feet
sounds, and other sensory messages with one another Duration: Permanent
and the target recognizes you as the creature it is Components: HS, CM, NT, CS
communicating with. The target must be able to Cost: 20 Chakra
understand the messages and pictures you are sending it Keywords: Hijutsu, Ninjutsu, Fuinjutsu
in order for it to comprehend your intentions. Description: You take a puppet, doll, or an item of
humanoid shape, no smaller than 1 Size category of the
MIND CLONE TECHNIQUE target and place a secret Yamanaka sealing jutsu on the
item. You create conditions and triggers for the seal
Classification: Hijutsu beforehand and place them on the item. Once placed,
Rank: C-Rank when a creature triggers the chakra seal, the triggering
Casting Time: 1 Action creature must immediately succeed a Charisma Saving
Range: 120 Feet throw against your Genjutsu or Ninjutsu save DC
Duration: Concentration, Up to 1 minute (Whichever is higher). On a failed save, the target
Components: HS, CM creature's consciousness is sealed inside of the item
Cost: 9 Chakra used. While sealed, the target creatures’ body
Keywords: Hijutsu, Genjutsu, Fuinjutsu immediately becomes incapacitated as their
Description: You split your consciousness into two consciousness is now locked away inside of an object of
identical clones of each other. You then perform the the user’s choice. They do not have the capacity to make
mind body transfer as normal on up to two target any further resistance saves. If the Doll is destroyed this
creatures you can see within range. Both creatures must jutsu ends and the creature's
make a Charisma save against your Genjutsu save DC. On consciousness attempts to re-enter
a failed save target creature, you transfer your their body. If the body is dead,
consciousness into your target's body for 1 minute. They their consciousness is
are controlled by you as if their body was yours. On a trapped wandering unable
successful save, you fall prone until the beginning of to bind to anyone or
your next turn unable to move or act otherwise until anything, they are
your consciousness returns to your body. Each body is effectively dead and cannot be
controlled by a separate consciousness and therefore do revived.
not know what the other is thinking but will act as you
would for the duration.
YUKI CLAN Ice Release: The Yuki clan has a unique talent for
manifesting Ice Release due to their close affinity to both
A masked shinobi stalks a group of Shinobi. They get pretty Water and Wind Release. Beginning at 7th level, you gain
far before they settle in for a rest. While resting the shinobi the second Nature release you didn’t select from Ice
sense that something is off before they attempt to perform Release Affinity clan trait. Also, at 7th level, when casting
evasive maneuvers. Ice erupts from the ground creating a jutsu with either Wind or Water Release keywords, you
ground spikes that point upward, skewing a few of the can change the damage type to Cold. Whenever you
wandering shinobi. It doesn’t take long before the Masked would deal cold damage, deal an additional damage
shinobi confronts the panicking group. “You have wronged equal to Proficiency.
the Village hidden in the Mist. You have stolen more than a
fair share of village secrets and by order of Lady Mizukage, Additionally, each time you would deal damage to a
you have been sentenced to death.” The words come out creature with a Yuki Clan Hijutsu, they must make a
cold, and unfeeling. Sharp and dry at the same time. The Constitution saving throw vs your Ninjutsu save DC or
shinobi realizes the risk in dealing with a Member of the when a creature would fail a saving throw against a Yuki
Yuki Clan, but they know that if they do nothing, it’s already Clan Hijutsu, they gain 1 rank of Chilled for the next
over. So, they draw their weapons and move in to confront minute. A creature can only gain 1 rank of Chilled per
this foe. The Yuki behind the mask smirks before all falls turn as a result of this feature.
below subzero in the immediate area.
—Tatsunami Aburame, The Long Road, Ch. 16 excerpt. Beginning at 15th level, creatures who have ranks of
chilled as a result of this feature, have the maximum
COLD TO THE BONE ranks of Chilled they can have, increased to 10. Finally, a
creature who has 5 ranks of chilled as a result of this
The Yuki Clan is a family of shinobi found in the Land of feature or a Yuki Clan jutsu you cast, is frozen solid,
Water. They were almost wiped out due to a massive gaining the petrified condition for the next hour. A
Kekkei Genkai revolt held in the country. Many died, and creature petrified in this way can have the condition
because of this their bloodline splintered. They no longer ended early, if they would take fire damage from an
share a common family name, and are generally known effect or Jutsu of at least A-Rank or higher, or from a
as a family that in combat are nigh unbeatable. creature whom is of equal level or higher than you.
YUKI TRAITS YUKI CLAN JUTSU
Ability Score Increase: +2 Dex, +1 Int D-RANK
Speed: Your base walking speed is 30 feet. ICE DAGGERS
Skill Proficiencies: Chakra Control, Ninshou
Classification: Hijutsu
Ice Release Affinity: You begin with either Wind or Rank: D-Rank
Water Release Affinity. (Pick one) Casting Time: 1 Action
Range: 30 feet
YUKI FEATURES Duration: Instant
Ice Techniques: The Yuki Clan have access to a separate Components: HS, CM
list of Jutsu unique to their Clan. You can add these Jutsu to Cost: 4 Chakra
your jutsu list instead of selecting jutsu from the Normal Keywords: Hijutsu, Ninjutsu, Water Release, Wind
jutsu list(s). They do not need any Nature Release to use Release
their Clan jutsu. Description: You collect water particles from the air
itself and freeze them into daggers made of ice, before
Chilled Body: Beginning at 3rd level you have a high you throw them at a target creature. Make a Ranged
resistance to cold weather and find it rather inviting. You Ninjutsu attack dealing 4d4 Cold Damage. Also, all
are Resistant to cold damage. Beginning at 11th level this creatures (except you) within 10 feet of the target must
resistance to cold expands. You gain immunity to the succeed a Dexterity saving throw, taking 2d8 piercing
Chilled condition. Beginning at 18th level this resistance to damage as the ice dagger splinters firing
cold becomes far more potent, you gain immunity to Cold in all directions.
damage and effects caused by Cold Damage.
At Higher Ranks: For each rank you
Frigid Cold: Beginning at 3rd level, your ability to cast this jutsu above D-Rank, increase
produce a combination of Wind and Water release takes the cost of this jutsu by 3 and the
shape. Whenever you would attempt to water walk, you can damage by 2d4 & 2d8
choose to freeze the surface of the water you are standing
on creating a 5 by 5 patch of ice. This frozen surface counts
as difficult terrain for other creatures, but not for you and
can be converted back to whatever liquid it was prior when
you would cast a jutsu with the water release keyword that
can gain additional benefits from being near a sufficient
source of water.
Beginning at 7th level, your frigid Chakra begins to
affect you and your enemies in chilling ways. Your body
can no longer be detected by heat sensing methods, and
creatures whom have at least two ranks of the chilled
condition as a result of your Ice Release clan feature, finds
it difficult to form coherent hand seals. If they would cast a
Jutsu that requires handseals, they must make a
Constitution saving throw vs your Ninjutsu save DC. On a
failed save, they are unable to form coherent handseals,
until the end of its turn.
ICE PRISON FROZEN CAPTURING FIELD
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 action Casting Time: 1 Action
Range: 60 feet Range: self (30 feet radius cube)
Duration: Concentration, up to 10 minutes Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Release Release
Description: You release a stream of jagged Ice crystals Description: The ground erupts outward from you
forward before they explode upward into a mist and covering a 30-foot radius across the ground freezing the
resolidify over a creature freezing them in place. Select feet of creatures in range. Creatures in range must
one target creature in range. Target creature makes a succeed a Dexterity saving throw, being Restrained on a
Dexterity save being stunned and encased in ice on a failed save. Creatures captured in this jutsu can make
failed save. An affected creature, while inside the ice, strength saving throw as an action on their turn to
becomes deaf. The ice surrounding the creature has an escape this jutsu. Creatures who enter the area of this
AC equal to your Ninjutsu save DC and has 10 Hit points jutsu must make a Dexterity (Acrobatics) ability check to
before it shatters. Any excess damage is dealt to the avoid falling prone on the slippery surface of the ice. The
target creature. The target creature on its turn, makes a Ice remains until melted or 1 hour has passed.
Strength (Athletics) Check to break out of the ice at the
end of its turns. TEN THOUSAND ICE PETALS
ICE DOME OF NOTHINGNESS Classification: Hijutsu
Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: D-Rank Range: 60 feet
Casting Time: 1 Reaction to being hit with an attack Duration: Instant
Range: Self (5-foot radius) Components: HS, CM
Duration: 1 round Cost: 8 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Cost: 5 Chakra Release
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Description: You freeze water and air in front of you
Release while launching it forwards creating an innumerable
Description: You quickly materialize a dome of ice onslaught of ice daggers that tears through everything in
protecting yourself and creatures within 5 feet of you. a 60-foot line that’s 10 feet wide. Creatures in the line
The dome of Ice intercepts all attacks until the start of must succeed a Dexterity save taking 4d8 cold damage
your next turn absorbing the damage until it shatters. on a failure and half as much on a success. This jutsu
Any excess damage is transferred to you. The dome has deals double damage to structures and objects in its
an AC equal to your Ninjutsu Save DC and 25 Hit points. path.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and above C-Rank, increase the cost of this jutsu by 3 and the
the Domes Hit points by 5 damage by 2d8.
C-RANK:
CERTAIN-KILL ICE SPEARS
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (10-foot radius sphere)
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Release
Description: You slam your palms onto the ground
instantly freezing the air around you creating spears of
ice impaling everything around you, making the area
this jutsu was casted in as difficult terrain. Creatures in
this jutsu radius, excluding yourself, must succeed a
Dexterity saving throw, taking 3d10 Cold damage or half
as much on a successful save.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d10.
B-RANK: A-RANK:
TEARING DRAGON, FIERCE TIGER DEMONIC ICE MIRRORS
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 feet Range: Self (20-foot radius Sphere)
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 14 Chakra Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Description: You conjure a large Tiger or dragon made of Release
snow or ice you make. Upon casting this jutsu choose which Description: You create a dome of Chakra enhanced
creature you summon which determines how the Jutsu reflective Ice mirrors. This dome encompasses a 45-foot
works and its range and effect radius. spherical radius and the enhanced mirrors line the
radius of the dome. Each mirror is 3 feet wide and 7 feet
• Tiger: The Tiger forms and begins to rush at a target tall. Upon manifestation you create enough mirrors to
creature. If there is any water or Water Release Jutsu in occupy the outside radius of the sphere leaving about 2
between you and the target creature, it immediately feet of space between each mirror on each side. You meld
freezes, ending the jutsu. Creatures submerged within inside one of the Ice mirrors and gain the ability to
water or gaining the benefits of a water release jutsu with teleport to any other ice mirror within this jutsu’s
a range of Self or Touch must succeed a Dexterity save, radius, by spending 5 feet of movement.
gaining 2 ranks of chilled on a failed save. Upon reaching
the target, the Ice Tiger then explodes firing ice shards in While inside of your Demonic Ice mirrors you are
a 30-foot radius centering on the target. All creatures in nearly imperceptible, as your ice mirrors make perfect
the radius must succeed a Dexterity saving throw taking duplicates of yourself reflect on their surface. While in
12d4 Cold damage and gaining 1 rank of Chilled on a failed your ice mirrors, creatures are unaware of your location.
save or half as much damage and no further effects on a Each time you make an attack, or use your movement to
successful save. teleport, each creature within the dome can make a
perception check against your Ninjutsu Save DC at
• Dragon: The Dragon forms and begins to rush at a target disadvantage, to find your location. Creatures with
creature. If there is any water or Water Release Jutsu in Chakra Sight instead make this check at advantage.
between you and the target creature, it immediately
freezes, ending the jutsu. Creatures submerged within You can as an action make a single Ninjutsu attack,
water or gaining the benefits of a water release jutsu with targeting all creatures within the radius of the Ice
a range of Self or Touch must succeed a Dexterity save mirrors at once dealing 5d8 cold damage to all creatures.
gaining 2 ranks of chilled on a failed save. Upon reaching
the target, the dragon slams into the target creature. As a Reaction to creatures attempting to move more
Creatures in a 90-foot long, 10-foot-wide line, than 10 feet while inside the radius of the mirrors you
originating from you, must succeed a Strength saving make a Ninjutsu attack dealing 4d6 cold damage to the
throw taking 8d6 cold damage, gaining 1 rank of chilled target creature, reducing their movement speed to 0.
and are push back 10 feet on a failed save or half as much
damage and no further effects on a successful save. While inside of your Demonic Ice mirrors you gain a
+5 Bonus to AC and have advantage on Dexterity saving
TWIN DRAGON WHIRLWIND throws.
Classification: Hijutsu Creatures inside the radius of your jutsu can move
Rank: B-Rank freely throughout the radius of it. A creature who wishes
Casting Time: 1 Action to leave the radius can make a Dexterity save attempting
Range: Self (10-Feet) to squeeze through your mirror.
Duration: Concentration, Up to 1 Minute
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu,
Water Release, Wind Release
Description: You freeze the air
around you and swirl it creating
a localized ice storm. For the
duration you become
heavily obscured to ranged
attacks and ranged attacks are made at
disadvantage. Creatures who enter the radius of
your whirlwind without face covers or Eye
protectors must succeed a Constitution saving
throw or being blinded by the strong winds
and ice shards slicing at their eyes for the
duration or unless they leave the storm.
CHAPTER 3: AMBITIONS & BACKGROUND
haracters are defined by much more than AMBITION
Ctheir species and class. They’re individuals Give your shinobi an overarching Ambition. This
with their own stories, interests, ambition is their long-term goal they wish to achieve as
connections, and capabilities beyond those a result of becoming a shinobi, or as a part of becoming a
that class and species defined. This section shinobi. Ambitions should be grand in scale. Becoming
expounds on the details that distinguish your villages Kage, getting vengeance on an extremely
characters from one another, including the basics of high-ranking enemy, becoming a legendary figure in the
name and physical description, the rules of backgrounds word, etc. Ambitions are what your shinobi should
and languages, and the finer points of personality and always be moving towards. They should make decisions
alignment. towards accomplishing these lofty ambitions.
CHARACTER DETAILS Ambitions should be clear enough to achieve, but not
so articulate that there is only one way to achieve it,
Your character’s name and physical description might be usually one or two sentences are needed for a characters
the first things that the other players at the table learn given ambitions.
about you. It’s worth thinking about how these
characteristics reflect the character you have in mind. Ambitions might provide a unique look into your
shinobi’s personality. Allowing others to get a hint at
NAME what it is they want to do later on in life. It could be so
unbelievable, that they laugh at you, or so relatable that
Your name will be the title you give yourself and the title they share the same ambitions as you, creating a friendly
everyone will call you throughout the campaign. Put rivalry.
some thought into your name even if you’re just picking
one from a list. DRIVE
SEX Describe what Drives your shinobi to want to achieve
their goals, and want to realize their ambitions. Your
You can play a male or female character without gaining shinobi’s drive will be the core reason behind why they
any special benefits or hindrances. Think about how are working so hard.
your character does or does not conform to the broader
culture’s expectations of sex, gender, and sexual Your drive shouldn’t change unless both your
behavior. You don’t need to be confined to binary Ambition changes because you have achieved it, or
notions of sex and gender. Some people believe in something dramatic has given you a new Ambition to
companionship that doesn’t take into account gender. fight towards.
You could also play a female character who presents
herself as a man or a man who feels trapped in a female Your drive should come in the form of self-
body. Likewise, your character’s sexual orientation is for motivation. While your shinobi may be shy and meek, or
you to decide. embarrassed often and easily, her Drive, when invoked
should be the thing that ignites the fire in their eyes to
HEIGHT AND WEIGHT push forward and through such weaknesses to achieve
their goals, or take a closer step towards their Ambitions.
You can decide your character’s height and weight, using
the information provided in your species description. GOALS
Think about what your character’s ability scores might
say about his or her height and weight. A weak but agile Your shinobi will always have a plethora of goals they
character might be thin. A strong and Durable character wish to accomplish. Goals are usually short term, and
might be tall or heavy. relatively quick to achieve. Goals can be things such as
complete current mission, protect the princess from her
OTHER PHYSICAL CHARACTERISTICS pursuers, defeat the rival genin, learn the X Jutsu from
my teacher, etc. Goals shouldn’t be simple tasks such as
You choose your character’s age and the color of his or going to the store, or talking to the girl/boy/person you
her hair, eyes, and skin. To add a touch of like, instead they should be things that requires a bit
distinctiveness, you might want to give your character more effort on your part. A DM should consider gifting a
an unusual or memorable physical characteristic, such player with a Will of Fire when they accomplish one of
as a scar, a limp, or a tattoo. their goals.
PERSONAL CHARACTERISTICS Goals will change, and should change often. This will
be something that changes as the mission, arc or story
Fleshing out your character’s personality-the array of progresses, or when you meet new NPC’s, Allies or
traits, mannerisms, habits, beliefs, and flaws that give a Adversaries.
person a unique identity-will help you bring him or her
to life as you play the game. Four Questions will assist FEARS
you in determining who your character is, and what it is,
exactly, that they are trying to achieve. Finally, what is your shinobi’s biggest fear? Is it death?
Failure? Losing a loved one? Not living up to their
Each background presented later in this chapter are parent’s overzealous goals set for them?
designed to act as a starting point of thought for your
shinobi’s characteristics. Consider each background as Everyone has a deep seeded fear that they carry with
your shinobi’s origin, or humble beginnings before them. These fears help define who we are, and helps also
putting on their village’s headband. show our willpower when confronted with that fear.
Fears should be specific enough where nothing is left to
question, but also not so niche that your shinobi has no
real reason to carry such a fear.
WILL OF FIRE PROFICIENCIES
Will of Fire is a rule the game master can use to reward Each background gives a character proficiency in two
you for playing your character in a way that’s true to his skills. In addition, most backgrounds give a character
or her personality traits, ideal, bond, and flaws. By using proficiency with one or more tools. If a character would
the Will of Fire, you can draw on your personality trait of gain the same proficiency from two different sources,
compassion for the downtrodden to give you an edge in they can choose a different proficiency of the same kind
negotiating with the Beggar Prince. Or inspiration can let (skill or tool) instead.
you call on your bond to the defense of your home village
to push past the effect of a power that has been laid on EQUIPMENT
you.
Each background provides a package of starting
GAINING THE WILL OF FIRE equipment.
All players begin any mission or session they undertake BACKGROUND FEATURE & ABILITY SCORE
with a Will of Fire. Your GM can choose to delay INCREASE (ASI)
providing a will of fire at the start of a session if you
previously ended a session mid combat, or in a Each background gives a character a background feature
compromising situation where you didn’t have a Will of and a choice between a single Ability Score Increase or
Fire before. They can also give you the will of fire for a Feat without an Ability Score Increase.
variety of reasons. Typically, GMs award it when you
play out your Ambitions, Drive, Goals or Fears and SUGGESTED CHARACTERISTIC
otherwise portray your character in a compelling way.
A background contains suggested personal
Alternatively, you gain a Will of Fire when you roll a characteristics based on your background. You can pick
Natural 20 on an Ability Check (that are not a part of a characteristics, roll dice to determine them randomly, or
Class or clan feature, like Hunters Exploits) or Saving use the suggestions as inspiration for characteristics of
throw. You can gain a Will of Fire in this way once per your own creation.
encounter. A player can have up to 3 Will of Fire at any
given time. LANGUAGES AND DIALECTS
USING THE WILL OF FIRE By virtue of being human you speak Common, which
allows you to communicate with people from all over the
If you have the will of fire, you can expend it for the ninja world. But each Country has its own dialects that
following: twist common into their own pseudo language, making
it extremely difficult for a person from the land of Fire to
• Advantage or +5 on an attack roll. understand someone from the land of Water if they only
• Advantage or +5 on a saving throw. spoke their countries dialect and didn’t use standard
• Advantage or +5 on an ability check. common. There are also entire “Speaks” that designates
• To slightly alter the scene to your benefit. an animal’s ability to communicate. All creatures can
• Gain an immediate Reaction, even with an ability or speak common but your secondary language is based on
your country of origin.
jutsu that is an action.
• Gain immediate insight or clue into the current Standard Language Typical Speakers
situation or mystery. Fire Dialect Land of Fire Residents
• Automatically succeed a Death saving throw.
Earth Dialect Land of Earth Residents
Additionally, if you have a Will of Fire, you can reward
another player for good roleplaying, clever thinking, or Water Dialect Land of Water Residents
simply doing something exciting in the game by
transferring your Will of Fire to them, for them to use. Cloud Dialect Land of Lightning Residents
BACKGROUNDS Sand Dialect Land of Wind Residents
Every story has a beginning. Your character’s Common Most Humans
background reveals where you came from, how you
became a shinobi, and your place in the world. Your
Scout-Nin might have been a Noble or a Street Urchin.
Your Ninjutsu Specialist could have been a student of a
prominent Master or a Prodigy. Your Weapon Specialist
might have been a Hermit traveling with their family,
place to place before settling down or entertained
audiences as a carnival act.
Choosing a background provides you with important
story beats about your character’s identity and most
recent origin. The most important question to ask about
your background is what changed? Why did you stop
doing whatever your background describes to learn the
way of Ninjutsu? How did you learn the skills of your
class? What sets you apart from ordinary people who
share your background?
ENTERTAINER GENIUS
You thrived in front of an audience, knowing how to You are someone who was raised with a notion of greatness
entrance them, entertain them, and even inspire them. Your about you. Always placed on a pedestal above your peers for
poetics can stir the hearts of those who hear you, awakening your intelligence, skills or natural born ability. Before
grief or joy, laughter or anger. Your music raises their spirits Coming to the academy, you had such an aptitude for
or captures their sorrow. Your dance steps captivate, your success that strangers, parents, and teachers alike all placed
humor cuts to the quick. Whatever techniques you used; you in a league of your own. You have proven that to be the
your art is your life. case up until this point and you will most likely continue to
prove it moving forward. Whether you choose to continue
Skill Proficiencies: Acrobatics, Performance the path people have assumed you would, or shift focus is
Tool Proficiencies: Disguise kit your own choice. You have memories of both good and bad
Equipment: A Love letter from someone you used to be close experiences with this assumption of genius about you.
Memories like these are something you may cherish or
to, A Costume from an event prior, Wallet containing 100 despise, regardless, you are a Genius through and through.
Ryo.
Equipment Pack: Diplomat’s or Entertainment Pack Skill Proficiencies: Choose two from Ninshou, Martial Arts,
(Choose one). Illusions
FEATURE: BACK BY POPULAR DEMAND Tool Proficiencies: One of your choice.
Equipment: One Bingo Book Passed down to you from
You can always find a place to perform, usually in an inn or
town square but possibly with a circus, at a theater, or even someone of importance, 1 Blank Jutsu Scrolls, A Wallet
in a noble’s court. At such a place, you receive free lodging Containing 100 Ryo.
and food of a modest or comfortable standard (depending Equipment Pack: Martial Artist or Scholar Pack (Choose
on the quality of the establishment), as long as you perform one).
each night. In addition, your performance makes you
something of a local figure. When strangers recognize you FEATURE: MEETING EXPECTATIONS
in a town where you have performed, they typically take a
liking to you, while you easily blend in to the local You always seem to rise to the expectations of others when a
population challenge arises. Whenever you are confronted with a
challenge or difficult situation, you seem to be able to gain
ENTICING PERSONALITY some sliver of insight on it after just one attempt, passing or
failing it. This insight is a hint at how this particular
Select one: challenge works or doesn’t work, that others around you
may not understand, but you now do.
• Increase your Charisma +1 or Intelligence +1
• Feat from chapter 13: Customization options, with the LEAGUE OF YOUR OWN
General or Skill Category. Regardless of which feat you Select one:
pick, you do not gain an ability score improvement
from any feat you select. • Wisdom +1 or Intelligence +1
• Select one Feat from chapter 13: Customization
options, with the Chakra or Clan Category. Regardless
of which feat you pick, you do not gain an ability score
improvement from any feat you select.
HARD WORKER HERMIT
You were someone who always had to prove to You lived in seclusion-either in a community or alone-
themselves and others that you are worth your weight for a formative part of your life. In your time apart from
and space. You always had to work twice as hard and society, you found quiet, solitude, and perhaps some of
twice as long to see results, but the results are beginning the answers you or your family were looking for.
to show. You never had the natural talent of your peers,
no, you had peerless determination and persistence to Skill Proficiencies: Animal Handling, History
push through all of the challenges you were faced with to Tool Proficiencies: Choose one between Poison Kit,
make it to this point, while also looking forward to the
next day to get better. You have reached a level of Medicine Kit, Trappers Kit
discipline that your peers can’t imagine, so you can keep Equipment: A diary of your experiences, a winter
up you’re training on your own time while not lagging
behind when you do decide to take a break. blanket, a set of common clothes, a poison kit, and 100
Ryo
Skill Proficiencies: Acrobatics, Athletics Equipment Pack: Explorer or Dungeoneer’s Pack
Tool Proficiencies: Weaponsmith Kit (Choose one).
Equipment: Set of Body weights that weigh 50+ lbs. for
FEATURE: DISCOVERY
each part of your body, 3 Books containing training
strategies, Training Gi, A Wallet Containing 100 Ryo. The seclusion of your hermitage gave you access to a
Equipment Pack: Martial Art or Explorer Pack (Choose unique and powerful discovery. The nature of this
one). revelation depends on the nature of your seclusion. You
might have discovered a great truth about the world or
FEATURE: FOCUS AND GRIT the nature of Chakra, a fact that has long been forgotten,
a relic of the past that could rewrite history, or a place
You have trained yourself in such a way that you have unseen for ages. It might be information that would be
absorbed multiple tomes of knowledge in whatever you damaging to the people who or consigned you to exile,
worked your butt off to excel in. You are able to quickly and hence the reason for your return to society. Work
bond with people who have the same drive and with your GM to determine the details of your discovery
determination as you, and even garner immediate and its impact on the campaign.
audiences and conversations with those people. You are
also able to reference and call out different books, SECLUDED
strategies, and texts to catch the attention of those who
have read those texts or follow those strategies. Select one:
AMAZING DISCIPLINE • Wisdom +1 or Constitution +1.
• Select one Feat from chapter 13: Customization
Select one:
options, with the Ninjutsu or General Category.
• Strength +1 or Dexterity +1 Regardless of which feat you pick, you do not gain an
• Select one Feat from chapter 13: Customization ability score improvement from any feat you select.
options, with the Skill or Taijutsu Category. Regardless
of which feat you pick, you do not gain an ability score
improvement from any feat you select.
LEADER NOBLE
You are a person looking to change the society around You understand wealth, power, and privilege. You carry a
you by playing in the arena of politics, people and noble title within your family or the village, and your
personalities. Leading your allies, friends, and rivals family wields significant political influence. You might
based on your whims. You have a very sociable be a pampered aristocrat’s child unfamiliar with manual
personality and words come easy to you. Inside, your labor, a former merchant's child just elevated to the
mind is filled with strategies and dialectics. Maybe you nobility, or an honest, hard-working clansman who
have the silver tongue or bottomless guile and can lead cares deeply about the people who live and work in your
your team to victory, or your enemies to defeat. Maybe clan’s district.
you can defend your allies with the strategies that you
develop. Perhaps you have the potential to lead more Work with your GM to come up with an appropriate
than a team and lead an army. title and determine how much authority the clan carries,
as well as their influence on you. Is your family old and
Skill Proficiencies: History and Deception or Persuasion established, or was its title only recently bestowed? How
Tool Proficiencies: Forgery Kit much influence do they wield, how do people regard
Equipment: Fine Clothing, an heirloom passed down to them?
you from someone who taught you your leadership Skill Proficiencies: Persuasion, Insight
skills, and a manifesto you are currently writing and a Tool Proficiency: Security Kit
wallet containing 100 Ryo. Equipment: A set of fine clothes, a signet ring, your
Equipment Pack: Diplomat’s or Scholar’s Pack (Choose
one). clan’s emblem, and a wallet containing 100 Ryo
Equipment Pack: Diplomat’s or Scholar Pack (Choose
FEATURE: LEADERSHIP PRESENCE
one).
People find you have a noticeable presence. They may
stop you frequently and ask you where they have seen FEATURE: POSITION OF PRIVILEGE
you. You are seen as a very approachable person in
general and random passerby will be drawn to speak Thanks to your noble birth, people are inclined to think
with you if they see you. If someone is in need of the best of you. You are welcome in high society, and
something or in distress, they will likely open up to you people assume you have the right to be wherever you are.
about their problems very easily. You are commonly The common folk make every effort to accommodate you
taken for face value as a person of great standing. People and avoid your displeasure, and other people of high
will likely treat you like a noble or assume you of that birth treat you as a member of the same social sphere.
lineage. You can attain audiences with nobles or officials You can secure an audience with a local noble if you need
easily, as they may often see you as one of their circles. to, when you announce your clan or family.
CAPTAIN COMMANDER ROYALTY
Select one: Select one:
• Charisma +1 or Intelligence +1 • Charisma +1 Or Wisdom +1
• Select one Feat from chapter 13: Customization • Select one Feat from chapter 13: Customization
options, with the General or Skill Category. Regardless options, with the General or Clan Category. Regardless
of which feat you pick, you do not gain an ability score of which feat you pick, you do not gain an ability score
improvement from any feat you select. improvement from any feat you select.
STUDENT TRAVELER
You were identified as someone with untapped potential Almost all of the common people that one might
at a very young age and were taken in as an apprentice. encounter in the Shinobi world have one thing in
You were taken from your home to be trained either by common: they live out their lives without ever traveling
the Master who found you. You seldom ever see your more than a few miles from where they were born. You
biological family, and were raised and educated aren't one of those common folks. You are from a distant
surrounded by the trappings of the shinobi code taught place, one so remote that few people even realize that it
to you by your master. Now, you have set out into the exists, and chances are good that even if some people
greater world, seeking to use what you have learned. you meet have heard of your homeland, they know
merely the name and perhaps a few outrageous stories.
Skill Proficiencies: Acrobatics, Choose one Ninshou, You have come to one of the Great Shinobi Villages for
Martial Arts, Illusions. your own reasons, which you might or might not choose
to share. Although you will undoubtedly find some of
Tool Proficiencies: Forensics Kit this land's ways to be strange and discomfiting, you can
Equipment: A set of Common clothes, a Book full of also be sure that some things its people take for granted
will be to you knew wonders that you've never laid eyes
teachings from your master, 1 Blank Jutsu Scroll, the on before.
last Letter you received from your master and a wallet
containing 100 Ryo Skill Proficiencies: Insight, Perception
Equipment Pack: Explorer or Infiltrator or Scientist Pack Tool Proficiencies: Poison Kit
(Choose one). Equipment: One set of traveler's clothes, any one
FEATURE: THE MASTER’S NAME gaming set from your homeland, a poorly written map
from your homeland that depict where you are in the
You were formally trained in the art of shinobi, and the world, a small piece of jewelry worth 10 Ryo in the
name of those that trained you can open doors. You can style of your homeland's craftsmanship, and a pouch
usually gain an audience with another Shinobi Leader, containing 100 Ryo
simply by dropping the name of your Master or Masters
School. Furthermore, you can usually find a place to stay FEATURE: THE EXOTIC INDIVIDUAL
among Monks or Shinobi Temples, unless you show
yourself to be a danger to them. You may also have Your accent, mannerisms, figures of speech, and
access to resources from those who taught you, whether perhaps even your appearance all mark you as foreign.
that is access to your school’s libraries and facilities, or Curious glances are directed your way wherever you go,
simply the ability to correspond with your Master and which can be a nuisance, but you also gain the friendly
ask him or her for advice. interest of scholars and others intrigued by far-off
lands, to say nothing of everyday folk who are eager to
WELL, LEARNED hear stories of your homeland. You can parley this
attention into access to people and places you might not
Select one: otherwise have, for you and your traveling companions.
Noble lords, scholars, and merchant princes, to name a
• Intelligence +1 Or Dexterity +1 few, might be interested in hearing about your distant
• Select one Feat from chapter 13: Customization homeland and people.
options, with the Ninjutsu or Taijutsu Category. EXPERIENCED
Regardless of which feat you pick, you do not gain an
ability score improvement from any feat you select. Select one:
• Strength +1 Or Wisdom +1
• Select one Feat from chapter 13: Customization
options, with the Skill or Taijutsu Category. Regardless
of which feat you pick, you do not gain an ability score
improvement from any feat you select.
TROUBLE MAKER URCHIN
You may come from privilege where you can do no You grew up on the streets alone, orphaned, and poor.
wrong, or from poverty where you can do nothing right. You had no one to watch over you or to provide for you,
Perhaps your parents' busy social schedule means that so you learned to provide for yourself. You fought
they pay you little attention or you have no parents and fiercely over food and kept a constant watch out for
have no solid foundation from the get go and no one other desperate souls who might steal from you. You
would spare you a moment's glance to see what potential slept on rooftops and in alleyways, exposed to the
might lie undiscovered inside you. Regardless, you do elements, and endured sickness without the advantage
not appreciate or accept the gifts of your circumstance, of medicine or a place to recuperate. You’ve survived
or you reject the curses of your circumstances and you despite all odds, and did so through cunning, strength,
lash out with ostentatious behavior as a means to attract speed, or some combination of each.
attention to yourself. You have always had a way with
people. You know what makes them tick and you can Skill Proficiencies: Sleight of Hand, Stealth
twist their words into your advantage. It's a useful Tool Proficiencies: Disguise kit
talent, and one that you’re perfectly willing to use to get Equipment: A Map of the Village you grew up in, A Token
yourself out of trouble.
of intimate value to you, Set of Basic Clothing, Wallet
Skill Proficiencies: Deception, Sleight of Hand containing 100 Ryo
Tool Proficiencies: Forgery Kit
Equipment: One set of commoners’ clothes, a Forgery FEATURE: VILLAGE OF SECRETS
kit and a wallet containing 100 Ryo. You know the secret patterns and flows to cities and can
find passages through the urban sprawl that others
FEATURE: PITIABLE would miss. When you are not in combat, you (and
companions you lead) can travel between any two
People will typically let you get away with social faux pas locations in the city twice as fast as your speed would
that might otherwise sour a business deal or incite an normally allow.
aggressive reaction - but they do this out of sheer pity,
not because as you suspect, they are beguiled by your DESPERATE LIFESTYLE
wit.
Select one:
BAD INFLUENCE
• Charisma +1 Or Dexterity +1
Select one: • Select one Feat from chapter 13: Customization
• Strength +1 Or Charisma +1 options, with the Ninjutsu or Genjutsu Category.
• Select one Feat from chapter 13: Customization Regardless of which feat you pick, you do not gain an
ability score improvement from any feat you select.
options, with the General or Chakra Category.
Regardless of which feat you pick, you do not gain an
ability score improvement from any feat you select.
CHAPTER 4: CLASSES Shinobi sometimes advance in more than one class. A
hunter-nin, might switch direction in life and swear the
hinobi are extraordinary people, driven by a oath of a medical-nin. A genjutsu specialist might
discover an affinity for nature release and dabble in the
Sthirst for excitement into a life that others ninjutsu specialist class while continuing to advance as a
would never dare lead. They are heroes, genjutsu specialist. Hyūga are known for combining
compelled to explore the dark places of the their Byakugan’s visual prowess with their clans unique
world and take on the challenges that lesser fighting style and advance as both a taijutsu specialist
women and men can’t stand against. and a scout-nin simultaneously. Optional rules for
combining classes in this way, called multiclassing,
Class is the primary definition of what your character appear in chapter 13.
can do. It’s more than a profession; it’s your character’s
calling. Class shapes the way you think about the world Eight classes-listed in the Classes table- are found in
and interact with it and your relationship with other almost every shinobi village, organization, or group and
people and powers in the world. A Scout, for example, define the spectrum of typical shinobi
might view the world in pragmatic terms of strategy and
maneuvering, and see herself as just a pawn in a much
larger game. A Genjutsu Specialist, by contrast, might
see himself as a weaver of destiny and manipulator of
the world as is. While the Scout has contacts in a
mercenary company or army, the Genjutsu Specialist
might know a number of Shinobi who share his ideals.
Your class gives you a variety of special features, such
as a Weapon Specialist’s mastery of weapons and armor,
and a Ninjutsu Specialists mastery of the Elements. At
low levels, your class gives you only two or three
features, but as you advance in level you gain more and
your existing features often improve. Each class entry in
this chapter includes a table summarizing the benefits
you gain at every level, a detailed explanation of each
one and which character(s) from the Original Naruto
Series would best fit within that given class.
GENJUTSU SPECIALIST CREATING A GENJUTSU SPECIALIST
A stalwart Yamanaka stands facing an enemy who is
seemingly swinging at air, and screaming about their lack of When creating a Genjutsu Specialist think about the
oxygen as they begin to seemingly suffocate. The Yamanaka characters ideals, and how they approach situations. Do
makes a single hand seal which causes the person to stop as they ever put themselves into direct conflict? Do they
they realize they were never drowning to begin with. always trick enemies and lead them into false senses of
security or are your illusions a last resort? Do you use
An Uchiha valiantly fights well against the odds, holding off your Genjutsu to end fights peacefully or do you use
4 different opponents is a daunting task in itself. They all them to break the minds of your foes?
realize his moment of hesitation as they all leap to attack
him at once, striking him with such force that blood oozes What set you down this path? Did you always have a
from his head. They all chant in glee, as the Uchiha’s body very vivid imagination and Genjutsu was a perfect
slowly wavers and turns into one of them. The group then medium for you to express that? Do you use Genjutsu so
realizes that they were actually attacking their ally and the that others can forcefully understand
person who they thought was their ally was just an illusion how you feel or how others feel?
all along.
QUICK BUILD
These shinobi, different as they might be, are connected by
one common factor, they control their enemies' perceptions You can make a Genjutsu
and the way they think of and see the world. This power is Specialist quickly by
the power of Genjutsu. The ability to dominate one's following these
realities. No matter how small, the slightest change can alter suggestions. First, put
the entire flow of battle. your highest ability score
in Wisdom or Charisma
CHARACTER INSPIRATIONS (your choice), followed
by Dexterity or
When designing this class, it was built with the intent to Constitution. Second,
allow the player to use their chosen Genjutsu to the best choose the Yamanaka,
of their abilities and excel with that as your only tool and Uchiha or Non-Clan, Clans.
weapon. This class was designed following the concepts Third Focus on Genjutsu
that were shown by characters such as: Itachi Uchiha, Techniques exclusively.
Sasuke Uchiha (Shippuden), Orochimaru, Kurenai Yuhi,
Tayuya (Sound 5), and Jiraiya.
CLASS FEATURES ACTUALIZATION
As a Genjutsu Specialist, you gain the following class Also, at 1st level, your talent and skill in the art of Genjutsu
features. has granted you the ability to tap into a deep reserve of
creativity called Actualization Die that is represented as a D4.
HIT POINTS You begin with 3 Actualization die. You gain an additional die
at 4th, 7th, 10th, 13th, 16th, and 19th levels in this class.
Hit Dice: 1d6 per Genjutsu Specialist level
Hit Points at 1st Level: 6 + your constitution modifier When you cast a Genjutsu that affects hostile creature, you
Hit Points at Higher Levels: 1d6 (or 4) + your may spend your Actualization die to deal psychic damage to
the target creature equal to the result or increase the Save DC
Constitution modifier per Genjutsu Specialist level of your casted genjutsu by half of the result (Min 1). This die
after 1st. becomes at D6 at 7th level, and a d8 at 15th level. You regain
spent Actualization die when you complete a long rest.
CHAKRA POINTS
You also have advantage on checks to recall knowledge on
Chakra Dice: 1d12 per Genjutsu Specialist level Genjutsu using the Illusion skill. You can make an Illusion
Chakra Points at 1st Level: 12 + your constitution check with either Wisdom or Charisma.
modifier Additionally, the downtime you spend in order to create or
Chakra Points at Higher Levels: 1d12 (or 7) + your learn genjutsu is halved (rounded down)
Constitution modifier per Genjutsu Specialist level Finally, Genjutsu you cast may use Charisma instead of
after 1st. Wisdom for Attack and Damage rolls, as well as Save DC
calculation
PROFICIENCIES
GENJUTSU PLEDGE
Armor: Light armor
Weapons: Simple Weapons Starting at 2nd level, the Genjutsu Specialist makes a pledge
Ninja Tools: Trappers Kit towards the illusions & Genjutsu they intend to craft. The
Saving Throws: Constitution, Charisma pledge that you choose grants you features at 2nd, 6th, 10th
Skills: Illusions, Choose three from Chakra Control, & 14th Levels.
Deception, History, Insight, Intimidation, MALLEABLE MIRAGES
Investigation, Perception, Persuasion, Stealth
Starting at 2nd level, you have learned how to manipulate
EQUIPMENT fragments of reality itself imbuing you with unique
capabilities that some might even consider unnatural. At 2nd
You start with the following equipment, in addition to level you learn three Mirages of your choice. You learn
the equipment granted by your background: additional Mirages when you gain levels in this class as seen
in the Malleable Mirages column in the Class table.
• 1 Simple weapon
• (a) One Kunai stack or (b) One Shuriken stack Additionally, when you gain a level in this class, you
• Padded Armor, trappers kit, and 1 smoke bombs can choose one of the Mirages you know and replace it
with another Mirage that you could learn at that level.
JUTSU CASTING
A level prerequisite in a Malleable Mirage refers to
NINJUTSU Genjutsu Specialist Level, not character level.
Ninjutsu save DC = 8 + your proficiency bonus + your GENJUTSU INCEPTION
Intelligence modifier
Starting at 3rd level, you have learned to create a conceptual
Ninjutsu attack modifier = your proficiency bonus + basis for how to manipulate the perception of reality for
your Intelligence modifier anyone who stands in your way. You follow one of the
following concepts of your choice.
GENJUTSU
At 5th level, you gain a Malleable Mirage related to the
Genjutsu save DC = 8 + your proficiency bonus + your Genjutsu Inception you selected.
Wisdom modifier
ILLUSIONARY WEAPON
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier You begin to shape your illusions into a weapon of pure
psychosis. You can, as a Bonus action create an Illusionary
TAIJUTSU Weapon in your empty hand. You can choose the form that
this weapon takes each time you create it. You are proficient
Taijutsu save DC = 8 + your proficiency bonus + your with it while you wield it and attacks made with the weapon
Strength modifier use your Genjutsu attack bonus. If you create a ranged
weapon, the maximum range for your weapon is 30 feet. This
Taijutsu attack modifier = your proficiency bonus + your weapon deals Psychic damage and counts as a Genjutsu
Strength modifier attack for purpose of triggering other Malleable Mirage
effects. Your Illusionary weapon disappears if it is more than
CHAKRA DISRUPTION 5 feet away from you for one minute or more. It also
disappears if you use this feature again, if you dismiss the
Starting at 1st level, you have learned to restrain some of weapon (no action required), your chakra point reach 0, you
your enemies Chakra when they are affected by your fall unconscious, or if you die.
Genjutsu. When you affect a creature with a Genjutsu
that you cast, until the end of their next turn, they are At 5th level, you gain the Vicious Illusion Malleable Mirage.
unable to cast Jutsu equal to or lower than the cost of the
Genjutsu you used. Once you’ve used this feature, you
must complete a short rest before you can use it again.
You gain an additional use of this feature at 7th level.
PHANTASMAL FORCE ABILITY SCORE IMPROVEMENT/FEAT
You learn to solidify your illusions into gouts, beams, When you reach 4th and again at 8th, 12th, 16th, and 19th,
daggers or any type of ranged attack you can envision of level, you can increase one ability score by +1 & a Feat of
your choice. In the process of doing this you learn the your choice that they qualify for. As normal you can’t
Unique Genjutsu Phantasmal Force. Additionally, you gain increase an ability score above 20 using this feature.
a Malleable Mirage with the Phantasmal Force Keyword.
AS REAL AS IT GETS
At 5th level, you gain the Agonizing Thoughts Malleable
Mirage Starting at 5th level, you have learned to infuse your
creativity with enough chakra to make things beyond the
PHANTASMAL FORCE bounds happen. By tapping into your reserves of
Actualization die you are able to create a multitude of
Classification: Genjutsu different effects based on the needs of the moment.
Rank: Special
Casting Time: 1 Action ACTUALIZED ALTERATION
Range: 120 Feet
Duration: Instant When you would cast a Genjutsu that requires an
Components: CM Intelligence, Wisdom or Charisma saving throw, you
Cost: 1 Chakra (per beam) may spend 2 Actualization dice. When you do, you may
Keywords: Genjutsu, Tactile change the saving throw to another of the three listed.
Description: A beam of shifting Psychic energy of your You can do this once per jutsu, per rest.
design or description streaks towards a creature within
range. Make a ranged genjutsu attack against the target. On ACTUALIZED DUPLICITY
hit, the target takes 1d10 Psychic damage.
You can spend 2 Actualization dice as an action to create an
At Higher Levels: This genjutsu can create more than one illusory duplicate of yourself. This illusion is a perfect
beam when you reach higher levels. Up to two beams at 5th clone of yourself that lasts for 1 minute or until you lose
level, three beams at 11th level, four beams at 17th level. your concentration (as if you were concentrating on a
You can direct the beams at the same target or different jutsu). The illusion appears in an unoccupied space that
ones. Make a separate attack roll for each beam. you can see within 30 feet of you. As a bonus action on your
turn, you can move the illusion up to 30 feet to a space you
REALITY MARBLE can see, but it must remain within 120 feet of you.
The chakra cost of concentrating on genjutsu is reduced by For the duration, you can cast genjutsu as through you
an amount equal to half of your proficiency bonus were in the illusions space, but you must use your own
(rounded up). senses to fulfil any casting requirements. Additionally,
when both you and your illusion are within 5 feet of a
When you are concentrating on a genjutsu, as an action creature that can see the illusion, you have advantage on
you can select a new target for that genjutsu. New targets attack rolls against the creature, given how distracting the
selected by this feature must make the original saving illusion is to the target.
throw as if they were the original target of the genjutsu
when it was originally cast. This feature does not extend ACTUALIZED PERCEPTION
the duration of the genjutsu you are concentrating on.
When a creature that would fail a saving throw as a
At 5th level, you gain the Persistent Genjutsu Malleable result of a genjutsu you cast, you may spend 2
Mirage Actualization die as a bonus action. When you do, roll the
die and record the result. The triggering creature
ELEMENTAL MANIFESTATION becomes Slowed for a number of rounds equal to half the
result.
You learn to intertwine the force of Nature Releases into
your Genjutsu. Select a nature release from the following: ACTUALIZED PERFECTION
Earth, Wind, Fire, Water or Lightning. You gain resistance
to damage from Jutsu with the chosen nature release You can spend 1 Actualization die as a bonus action when
keyword. You can select a single ninjutsu of a rank you can you would cast a Genjutsu of at least C-Rank or lower.
cast with this nature release keyword and add it to your When you do, if the Genjutsu requires you to roll dice in
known jutsu list. Jutsu added this way does not count any way, such as dealing damage, healing, damage
against your jutsu’s known total. reduction, providing temporary hit points etc. You add the
actualization die to the roll, interpreting the results as
When you cast a ninjutsu gained this way, the ninjutsu normal.
loses the Ninjutsu keyword, and it is replaced with the
Genjutsu, Tactile, and Visual keywords. The damage you ACTUALIZED POWER
deal with this jutsu can be either its original damage type
or psychic damage. When you could cast a Genjutsu targeting a single
creature that would inflict a condition of any type, and
You learn one additional Ninjutsu with the chosen the target creature has immunity to the condition, you
Nature Release Keyword at 7th, 11th, 15th and 18th levels. may spend 2 Actualization die to ignore that immunity
for that jutsu’s casting.
You can change the selected Nature Release of your
Elemental Manifestation by spending a week to perform a KEEN AWARENESS
ritual of meditation. When you change your Elemental
Manifestation in this way, you lose the previously selected For a Genjutsu Specialist, details are the foundations of
jutsu and must select a new jutsu’s to your corresponding constructing proper Genjutsu. At 5th level when you gain
element. this feature, you gain the ability to accurately recall
anything you’ve seen or heard within the last month.
At 5th level you gain the Illusionary Chronicle Malleable
Mirage
THE TURN the genjutsu has Auditory, Inhale, Tactile or visual, you can
switch one of them with any of the other listed keywords).
Beginning at 13th level Once per long rest, when a creature
passes their saving throw for a Genjutsu you cast, you can Additionally, while using this feature when you cast a
force them to reroll their saving throw. Beginning at 18th Genjutsu you can double its duration. Once you use
level you may use this ability once per short rest. Illusionary Fury in this way you cannot do so again until you
finish a long rest.
MASTER OF ILLUSION
ILLUSIONARY RAGE
You have mastered most forms of Genjutsu. At 17th level,
you immediately gain one of the following features. You Starting at 10th Level, select one Genjutsu that you know.
gain a second one at 20th level. You may, as a reaction to using the selected Genjutsu, spend
an additional 8 Chakra to either have the damage you deal
• Greater Mastery: The Genjutsu Specialist increases the with your selected Genjutsu ignore Resistance, or the saving
saving throw DC of his Genjutsu by 2. throws of your selected Jutsu increases by Half your
Genjutsu Specialist Level rounded Down. You can change the
• Subdued Illusion: The Genjutsu Specialists is able to genjutsu you select with this feature when you finish a long
increase the Genjutsu check DC made to identify his rest.
Genjutsu by 5.
Once you use this feature a number of times equal to your
• Genjutsu Flow: The Genjutsu Specialist increases the genjutsu ability modifier, you cannot do so again until you
range of his Genjutsu by double. Genjutsu with complete a long rest.
“Touch” range now have a range of 30 feet.
INSTINCTIVE GENJUTSU
THE PRESTIGE
Starting at 14th Level, when a creature you can see within 30
Starting at 20th level, you have achieved the pinnacle of feet of you makes an attack roll against you. As a Reaction
illusionary skill and potential. Once per long rest, when you you can create a Genjutsu aura to divert the attack to
cast a genjutsu on a creature that would force them to another creature within the attacks range. The attacker
make a saving throw of any type, they automatically fail must make a Wisdom save against your Genjutsu Save DC.
the save. On a Failed Save, the attacker must target a creature of your
choice within range. On a successful save you cannot use
GENJUTSU PLEDGES this feature on the attacker again until you finish a long rest.
Starting at 2nd level, the Genjutsu Specialist makes a CORRUPT THOUGHTS
pledge towards the illusions & Genjutsu they intend to
craft. The pledge that you choose grants you features at The Genjutsu Specialist who chooses to become a master of
2nd, 6th, 10th & 14th Levels. Corrupt Thoughts, becomes a user capable of downing
powerful enemies without even moving, breaking their
ILLUSIONIST enemies before they even realize what's going on.
The Genjutsu Specialist who chooses to become an Selecting this pledge grants you a Unique Genjutsu,
Illusionist, becomes a force able to bend reality and others Vicious Mockery.
perception of it to their whims.
VICIOUS MOCKERY
SHAPING YOUR WORLD
Classification: Genjutsu
When you choose this path at 2nd Level, you gain the E- Rank: Special
Rank Genjutsu, Minor Illusion. If you already know this Casting Time: 1 Action
genjutsu, you learn a different E-Rank genjutsu of your Range: 60 Feet
choice. The genjutsu you learn this way does not count Duration: Instant
against your number of jutsu known. When you would cast Components: CM
Minor Illusion, you can create both sound and an image Cost: 1 Chakra
with a single casting of the jutsu. Additionally, Minor Keywords: Genjutsu, Auditory
Illusion costs no chakra to cast. Description: You unleash a string of insults laced with
subtle genjutsu warping the mind of a creature. If the target
Genjutsu you cast that do not deal damage increase their can hear you (Though it need not understand you), it must
Genjutsu save DC’s by 1/3 of your Proficiency bonus (Round succeed on Wisdom saving throw or take 2d4 psychic
down) damage and have disadvantage on the next attack roll it
makes before the end of its next turn.
ILLUSIONARY ADEPT
At Higher Ranks: This Genjutsu increases in its potency.
Also, at 2nd Level you gain the ability to passively detect At 5th level, this jutsu does 4d4 psychic damage. At 11th level
genjutsu. Your passive Genjutsu detection is equal to 10 + 6d4. At 17th level 8d4.
your illusions skill.
COLLAPSING YOUR WORLD
When you have noticed a genjutsu with your passive
genjutsu detection, you can make a saving throw to resist When you choose this path at 2nd Level, Genjutsu you cast,
the effect of the genjutsu at advantage. Once you use this that deal damage increases the damage dealt by your
feature you cannot use it again until you complete a short Genjutsu Modifier.
rest. You again an additional use of this feature at 10th
level. MIND SHATTER
ILLUSIONARY FURY Also, at 2nd Level twice per long rest, when a creature under
the effects of a Genjutsu that you cast attempts to make a
Starting at 6th Level, when you cast a Genjutsu that has a save to resist that Genjutsu effect, you may add 1d6 to their
duration of 1 minute or longer, you can spend an roll, reducing their total by the amount rolled.
actualization die to change the keywords of that genjutsu (If
Beginning at 10th level, you regain all expended uses of
this feature when you finish a short rest.
NIGHTMARE INCARNATES BOOK OF STOLEN SECRETS
Starting at 6th Level, once per short rest, you can perform Whenever you are in conversation, you can take a scroll,
a Genjutsu as a bonus action. The Genjutsu cannot have a book or anything similar in hand and ask a creature one
casting time greater than 1 action or be greater than D- question. The creature must make a Wisdom saving throw
rank. Genjutsu cast with this feature have their cost vs your genjutsu save DC if it is unwilling to answer. If it
reduced to 0. Once you use this feature you cannot do so fails or it decides to respond truthfully, the most accurate
again until you finish a short rest. answer the creature could possibly give is immediately
written in the book or scroll. Once you do this you can’t do
You gain an additional use of this feature at 10th level so again until you finish a short or long rest.
and beginning at 13th level you can cast a C-rank genjutsu
using this feature. CHAINED MIND
PSYCHE BREAKER Prerequisite: 9th Level
You can cast Mind Spike as an action at half the cost as if
Starting at 10th Level, select one Genjutsu that you know. you know the jutsu, once per short rest.
You may, as a reaction to using the selected Genjutsu,
spend an additional 8 Chakra to activate this Feature: CHAINS OF MADNESS
Damage you deal with your selected Genjutsu also makes
them vulnerable to one damage type of your choice until Prerequisite: 9th Level
the end of your next turn. You can cast Tree Binding Death as an Action at half the
cost as if you know the jutsu, once per long rest.
VINDICTIVE THOUGHTS
CLASH OF WILLS
Starting at 14th Level, when a creature you can see within
30 feet of you makes an attack roll against you. As a Prerequisite: Illusionary Weapon
Reaction you can create a Genjutsu aura to cause intense Whenever you would deal damage to an enemy creature
pain to the activating creature. The attacker must make a with a genjutsu or weapon attack, you can use your bonus
Charisma save against your Genjutsu Save DC. On a Failed action to disrupt their chakra. The target must make a
Save, the attacker's attack is stopped and they also take Wisdom saving throw against your genjutsu save DC. If
8d6 Psychic damage. On a successful save you cannot use they fail, their concentration saving throws are made at
this feature on the attacker again until you finish a long disadvantage until the end of your next turn and if the
rest. target is not maintaining concentration on a jutsu, it takes
1d4 psychic damage.
MALLEABLE MIRAGES
CLOAK OF CHAINS
AGNOSTIC MIND
Prerequisite: Reality Marble Genjutsu pledge
You can understand and communicate in any language, so As a bonus action, by spending 5 chakra you surround
long as the creature you are communicating with speaks yourself with a Genjutsu aura that looks like a suit of
the language you are trying to understand. chains. The aura extends 5 feet from you in every direction,
but not through cover. It lasts until you’re incapacitated,
AGONIZING THOUGHTS you dismiss it as a bonus action or your chakra points
reach 0.
When you cast a Genjutsu that requires an attack roll, add
half your Proficiency bonus (Round down) to the damage The aura grants you advantage on Charisma
it deals on a hit. (Intimidation) checks but disadvantage on all other
Charisma checks. Any other creature that starts its turn
ARMOR OF PSYCHOSIS in the aura takes Psychic damage equal to your Genjutsu
ability modifier (Minimum of 0 damage).
Add your Genjutsu Ability Modifier instead of your
Dexterity when calculating your Armor Class. Once you use this, you can’t use it again until you
finish a short or long rest.
ASCENDANT IMAGE
DECEITFUL DUPLICATE
You can, as an action, cast the Haze Clone Genjutsu at half
the cost as if you know the jutsu once per short rest. When you would cast a genjutsu, you can use your bonus
action to become invisible until the start of your next turn,
BATTLE READY MINDS leaving an illusion of yourself standing in your place. You
can do this a number of times equal to your Genjutsu
You can, as an action, cast Bless twice per short rest at no ability modifier, and these uses recover when you finish a
cost. long rest.
BEAST SPEECH DEMON SIGHT
You can cast Animal Companion as a Bonus Action once You can see normally in darkness and chakra-based
per short rest at no cost. darkness, up to a distance of 120 feet.
BEGUILING INFLUENCE DEVILISH VIGOR
You gain proficiency in the Deception and Persuasion You can, as an action grant yourself 1d4+Genjutsu Ability
Skills. If you have proficiency in both of the Modifier temporary hit points without expending any
aforementioned skills already, you instead gain expertise chakra. Your vigor increases at higher levels. The amount
in one of the Skills. of temporary hit points you gain increases by another d4 at
5th level (2d4), at 9th level (3d4), at 13th level (4d4), and at
BEWITCHING WHISPERS 17th level (5d4). This can only be done once every 10
minutes.
You can cast Charming Dissonance as an Action once per
long rest at no cost.
DOUBLED WEAPON from any special senses possessed by that creature, and you
are blinded and deafened to your own surroundings.
Prerequisite: Illusionary Weapon
You can create a second illusionary weapon. Neither GRASP OF COURAGE
weapon cannot have the two-handed property. You can
create and summon both illusionary weapons to your Once on each of your turns when you hit a creature with a
hands at the same time. Genjutsu that requires an attack roll, you force the target
creature to move up to 10 feet in a straight line closer to
DREADFUL WORD yourself.
Prerequisite: 9th Level ILLUSIONARY BUKIJUTSU
You can cast Effortless Paralysis as an Action at half the cost
as if you know the jutsu, once per short rest. Prerequisite: Supreme Illusionary Weapon
Bukijutsu you cast with your illusionary weapon use your
DREAMSCAPE Genjutsu ability modifier. Bukijutsu cast this way cannot be
above C-Rank.
This ability shapes a creature’s dreams, as an Action
choose a creature known to you as the target of this Mirage ILLUSIONARY CHRONICLE
as if casting a Genjutsu. The target must be on the same
plane of existence as you. When you cast Dreamscape, you Prerequisite: Elemental Manifestation
enter a trance state acting as a messenger. While in the You perform a meditative ritual during a short or long rest.
trance, the messenger is aware of his or her surroundings, When you do so, choose either Dexterity or Strength saving
but can’t take actions or move. throws. When you make a saving throw of this type, you can
use your reaction to gain advantage on that saving throw and
If the target is asleep, the messenger appears in the cast a D-rank Genjutsu, with a casting time of one action.
target’s dreams and can converse with the target as long as Once you use this mirage, you cannot do so again until you
it remains asleep. The messenger assumes control over the finish a short or long rest.
dream and can shape the environment of the dream,
creating landscapes, objects, and other images. The ILLUSIONARY SMITE
messenger can emerge from the trance at any time, ending
the effect of Dreamscape early. The target recalls the dream Prerequisite: Illusionary Weapon
perfectly upon waking. Once per turn when you hit a creature with your Illusionary
Weapon you can spend 5 Chakra to deal an extra 2d8 Psychic
Alternatively, as an action you can choose to send a damage. You can spend an additional 3 chakra to deal an
recording of up a 10-minute message to someone playing it additional 1d8. You can spend an additional 3 chakra to deal
in their dreams. an additional 1d8 at 5th, 9th, 13th, and 17th levels.
If the creature is awake when you target them with ILLUSIONARY VIGOR
Dreamscape, you know they are awake when you cast this
Mirage. The target creature must not view you as a hostile You gain proficiency in the Athletics and Acrobatics Skills. If
creature otherwise it makes a Wisdom saving throw vs your you have proficiency in both of the aforementioned skills
Genjutsu save DC to resist the dream. already, you instead gain expertise in one of the Skills.
DULLED MIND IMPROVED ILLUSIONARY WEAPON
Prerequisite: 9th Level Prerequisite: Illusionary Weapon
You can cast Slow as an Action at half the cost as if you know Your Illusionary Weapon gains a +1 bonus to its attack and
the jutsu, once per short rest. damage rolls. If you create a ranged weapon, the maximum
range of the weapon is now 60 feet and illusionary weapons
ELEMENTAL TENACITY you create lose the Heavy weapon quality.
Prerequisite: Elemental Manifestation MADDENING PAIN
Whenever you would take damage from a jutsu with your
nature release keyword, you can use your reaction to absorb Prerequisite: Pain, Doubled Pain or Unlimited Pain Genjutsu,
the jutsu. The damage is negated, and instead you gain Phantasmal Force
temporary hit points equal to half of the damage you would As a bonus action, you can spend 5 Chakra, doing so can
have taken before resistances & immunities. cause a crippling amount of mental pain to a creature
The amount of temporary hit points received at one time affected with the Pain, Doubled Pain or Unlimited Pain
cannot exceed three times your genjutsu ability modifier. Genjutsu.
You can use this mirage twice per long rest.
When you do, you deal the maximum damage with the
FADE INTO DARKNESS aforementioned Genjutsu affecting them. Additionally, their
effects can trigger from any attack, not just yours until the
You can take the disengage or hide actions as a bonus action. end of your turn.
FIGHTING MIRAGE MAGNUM OPUS
Prerequisite: Illusionary Weapon Prerequisite: 13th level, Reality marble
Choose one of the Fighting Styles located in Chapter 13: As an action, you can cast Bringer of Darkness and Geas at no
Customization Options; You Can’t take a fighting style more cost. You can cast one of these genjutsu once. After you do so
than once, even if you get to choose again later. you can’t do so again until you finish the long rest.
GAZE OF TWO MINDS MENTAL PLACEBO
You can use your action to touch a willing humanoid and Prerequisite: Reality Marble
perceive through its senses until the end of your next turn. As Whenever you regain hit points, you gain temporary hit
long as the creature is within one mile of you, you can use points equal to half of the hit points you regained. As normal
your action on subsequent turns to maintain this connection, this does not stack with itself. Temporary hit points gained
extending the duration until the end of your next turn. While this way last for 1 minute.
perceiving through the other creature's senses, you benefit
MISTY THOUGHTS SHROUD OF SHADOWS
As an action, you can cast the Cajolery of Glamour Genjutsu Prerequisite: 13th Level
at no cost as if you know the jutsu, once per long rest. You can as an action, cast the Darkness ninjutsu. A jutsu cast in
this way loses its Ninjutsu keyword, instead being replaced
MUDDLED MOVEMENTS with the Genjutsu & Visual keywords. You can use this Mirage
up to twice as if you know the Jutsu, before you need a long
When you hit a creature with a Genjutsu that requires an rest.
attack roll, you reduce the target creatures speed by 10 feet
until the end of your next turn. This effect stacks up to SIGNATURE WORK
twice.
Prerequisite: 9th Level
MYRIAD FORMS You can, as an action, cast Programmed Illusions, at half cost.
When you cast this genjutsu, you can choose a D-Rank or
You can cast the Transform Genjutsu at no cost. When using lower genjutsu that you know, the illusion can cast the
the Transform Genjutsu you can now transform into small, genjutsu once per minute as a part of its programming. It uses
medium or large objects. When you transform into a large your Genjutsu ability for attack rolls and saving throw DC’s
object your weight does not change and you still only and treats your character level as your own.
occupy your normal Space and you only look like you If you grant a genjutsu to the illusion and the illusion would
occupy a larger space, an Intelligence (Investigation) or suffer damage as if it were real, it is immediately dispelled.
Wisdom (Illusion) Ability check will reveal it’s a disguise. Once you cast this genjutsu using this mirage, you can’t do so
When you transform into a smaller object you can occupy again until you finish a long rest.
smaller spaces while transformed but you cannot move
from the place you transformed from, instead another SUPREME ILLUSIONARY WEAPON
creature who can lift your normal weight can move you if
you are willing. Prerequisite: Improved Illusionary Weapon, 9th level
Your Illusionary Weapon gains a +2 bonus to its attack and
ONE WITH SHADOWS damage rolls. Your Illusionary Weapon can now be up to 30
Feet from you without dispersing. If you create a ranged
Prerequisite: Reality Marble Genjutsu pledge Weapon, the Maximum range of the weapon is its normal
When you are in an area with Dim light or Darkness, you can weapon range.
use your action to become invisible. While Invisible in this
way you do not make sounds when you move. You lose the When you cast a Genjutsu you can infuse it into your
benefit of this mirage when you move more than half your Illusionary weapon, and instead make a Melee Genjutsu attack
movement speed in a single round, attack, or cast a jutsu. with it. On a hit, target creature suffers the effects of the
Illusionary weapon as normal, while also being affected by the
PERSISTENT GENJUTSU Genjutsu you previously infused into it. If they have to make a
Saving throw from the effects of the infused Genjutsu, they
Prerequisite: Reality Marble roll an additional 1d4 subtracting it from the result of their
When an enemy under the effects of a genjutsu you casts, save.
attempts to cast a jutsu of D-rank or higher, the cost of that
jutsu is increased by 3. This cost increases by 2 for each rank THIEVING CONFIDENCE
of the jutsu cast, above D-rank.
As an action, you can cast Ineptitude at no cost as if you know
PSYCHE DRINKER the jutsu, twice per short rest.
Prerequisite: Phantasmal Force Genjutsu pledge TENTATIVE ESCAPE
Once on each of your turns, when you deal damage with a
Genjutsu, as a Bonus action, you can gain the damage dealt As a Reaction to failing a saving throw, you can cast Release
as Temporary Hit points until the end of your next turn. instead using your Illusion Skill instead of Chakra control.
RELENTLESS PAIN ULTIMATE ILLUSIONARY WEAPON
Prerequisite: Pain, Doubled Pain or Unlimited Pain Prerequisite: Supreme Illusionary Weapon, 13th level
Genjutsu, Phantasmal Force Your Illusionary Weapon gains a +3 bonus to its attack and
You create a link of agonizing pain between you and the damage rolls. You can cast Genjutsu from your Illusionary
target creature affected with the Pain, Doubled Pain or weapon as if it is casting the Genjutsu.
Unlimited Pain Genjutsu. Whenever you take damage and are As a reaction to an opponent missing, you with a melee attack,
within 60 feet of the target and they can see you, as a you may quickly make an attack with your Illusionary Weapon.
Reaction, you can spend 5 Chakra to deal Psychic damage
equal to the Damage you just took. VAMPIRIC PAIN
REPELLING ILLUSIONS Prerequisite: Pain, Doubled Pain or Unlimited Pain Genjutsu
When a creature under the effects of any of the prerequisite
When you hit a creature with a Genjutsu that requires an genjutsu takes damage, they lose chakra equal to the result of
attack roll, you can push the target creature up to 10 feet the roll of the aforementioned jutsu.
away from you in a straight line.
VICIOUS ILLUSION
RESILIENT GENJUTSU
Prerequisite: Illusionary Weapon
Prerequisite: 9th Level You can attack with your Illusionary Weapon twice, instead of
When a creature attempts to use Chakra Shatter or Genjutsu once, whenever you take the attack action on your turn.
break on a Genjutsu you cast, or are maintaining
concentration on, as a reaction you can spend 5 Chakra, if VOICE OF AN OLD FRIEND
you do, they must roll regardless of the rank they upcast
their jutsu to, and they gain disadvantage on this roll. You can communicate telepathically with a willing creature up
to 1 Mile away from you. You must know the creature’s general
location, and the target creature can resist this effect if they
choose.
HUNTER-NIN based the core concept of this class off of are: Kakashi
A Uzumaki crawls beneath the floorboards of a despot’s Hatake, Zabuza Momochi, Haku, Sai,
fortress making his way into the despot’s private chambers. Shisui Uchiha and Minato Namikaze
Slyly and gracefully entering unseen and she raises from
the floor counting the seconds in her head as she CREATING A HUNTER-
approaches the warlord NIN
and places a kunai to the man's neck and slides it from
side to side. A Few moments later his concubines enter When creating a Hunter-
shocked and stunned as the man they came to see is now Nin consider a few things
dead and they have been set free and the rebellion has about the characters ideals,
ended. and how they approach their
targets and allies
With a focused eye on the wanted criminal who fled the respectively. Do they have a
village. A Masked Hyūga activates his Byakugan and rougher past than others?
stalks his prey from over a mile away. As the sun sets and How are their relationships
the wanted man turns into camp for the night, The with their allies? Do you use your
Hyūga silently enters his tent and presses a hand to the jutsu to end fights immediately or
man's chest stopping his heart in his sleep and the do you wait and see what exactly
masked Hyūga is gone again before the camp fire even your target can do before you
goes out. approach? What set you down this
path? Did you train under another
These shinobi, different as they might be are connected very skilled hunter and you picked
by one common factor, they are masters of infiltrations, up this path from them? Do you
stalking and assassination. Once they have their target, take pity on your enemies or do
they never let them escape without first finishing the you engage in conflicts with no
job. emotion?
CHARACTER INSPIRATIONS QUICK BUILD
When designing this class, it was built with the intent to You can make a Hunter-Nin quickly
allow the player to follow the examples set by characters by following these suggestions.
who do their best in regards to identifying a threat, First, put your highest ability score
analyzing it and executing them in as few attacks as in Dexterity, followed by
possible. This also allows players to take the same Intelligence or Wisdom. Second,
characteristics of a Rogue or other stealthy class and choose the Uchiha, Hyūga or
garner some of their mechanics. Characters whom I Non-Clan, Clans.
CLASS FEATURES another enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on the
As a Hunter-Nin, you gain the following class features. attack roll.
HIT POINTS The amount of extra damage increases as you gain levels in
this class, as show in the sneak attack column of the Hunter-
Hit Dice: 1d10 per Hunter-Nin level Nin Table.
Hit Points at 1st Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your PRIMARY TARGET
Constitution modifier per Hunter-Nin level after 1st. Beginning at 2nd level, you have experience researching,
tracking, and hunting. You collectively use that information to
CHAKRA POINTS combat a certain enemy. When you end a short or long rest,
you may mark your primary target so long as you know their
Chakra Dice: 1d8 per Hunter-Nin level name and/or how they look. You may also as a Bonus action
Chakra Points at 1st Level: 8 + your constitution mark a target creature you can see within 90 feet as your
Primary target using this feature. Alternatively, you can mark
modifier a creature as your Primary target when you would deal Sneak
Chakra Points at Higher Levels: 1d8 (or 5) + your Attack damage to them or successfully apply a Hunters Exploit.
You can have one creature marked as your primary target.
Constitution modifier per Hunter-Nin level after 1st. Marking another creature causes any previous creature to lose
the mark. While a creature is marked as your primary target
PROFICIENCIES you gain the following Benefits:
Armor: Light armor • You have advantage on Intelligence (Investigation) and
Weapons: All Simple Weapons, Broadswords, Iron Claw, Wisdom (Survival) checks to gather information and to
track your Primary Target.
Katana, Knuckle Blades, Chakram
Ninja Tools: Trappers Kit, Forensics Kit • When a creature marked by Primary Target is the target of a
Saving Throws: Dexterity, Intelligence Taijutsu or Bukijutsu you cast, you may use your Dexterity
Skills: Stealth, Choose three any other skills of your Modifier instead of your Strength for your Attack & damage
roll and Save DC.
choice.
• You gain a +1 bonus to all of your attacks critical threat
EQUIPMENT range against your primary target. This bonus increases to
+2 at 11th level.
You start with the following equipment, in addition to
the equipment granted by your background: • While you are hidden from or undetected by the target of
your Primary Target feature, the first attack you make each
• Padded Armor round against that creature does not automatically reveal
• (a) 2 Simple Weapons or (b) 1 Martial Weapon your presence to that creature. Make a Dexterity (Stealth)
• (a) One Kunai stack or (b) One Shuriken stack check contested by your target’s Wisdom (Perception)
• (a) 1 Flash tags or (b) 1 Paper Bomb check. On a success, you remain hidden so long as you are
• (a) Tracking Kit or (b) Forensics Kit obscured at the end of your turn.
JUTSU CASTING CUNNING ACTION
NINJUTSU Also, at 2nd level, your quick thinking and agility allow you to
move and act quickly. When you would attempt to Conceal an
Ninjutsu save DC = 8 + your proficiency bonus + your object, Hide or Sneak you gain a +1d4 bonus to your Dexterity
Intelligence modifier (Stealth) check made to accomplish those tasks.
Ninjutsu attack modifier = your proficiency bonus + Also, while sneaking you can move your full movement
your Intelligence modifier speed and you can choose to use your Dexterity (Stealth) check
result from your Hide attempt instead of making another
GENJUTSU check each time you would sneak.
Genjutsu save DC = 8 + your proficiency bonus + your Additionally, as a bonus action, you can take the Dash,
Wisdom modifier Disengage, or Hide action.
Genjutsu attack modifier = your proficiency bonus + HUNTERS EXPLOITS
your Wisdom modifier
Also, at 2nd level you learn to exploit your skills to the
TAIJUTSU betterment of your hunt. You learn two exploits, as detailed
at the end of this class description. You learn an additional
Taijutsu save DC = 8 + your proficiency bonus + your exploit at 5th, 7th, 11th, 15th and 18th level in this class.
Strength modifier
STEADY AIM
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier Beginning at 3rd level, as a bonus action, you can give
yourself advantage on your next attack roll on the current
SWIFT RESPONSE turn. You can use this bonus action only if you haven’t moved
during this turn, and after you use the bonus action, your
Beginning at 1st level, you learn to react with swift and speed becomes 0 until the end of the current turn.
decisive action in combat. You ignore difficult terrain
and you add your full proficiency bonus to initiative rolls
instead of half.
SNEAK ATTACK
Beginning at 1st level, you know how to exploit a foes
distraction, drop in guard, and moment of hesitation. Once per
turn, you can deal an extra 1d8 damage to one creature you hit
with an attack if you have advantage on the attack roll or if
HUNTER CREED TOXIC SHADOW
When you reach 3rd level you follow a Creed of the Hunt, At 3rd Level, you gain proficiency with the disguise kit,
enabling you to shape your skillset further. Your Creed grants poison kit, Insight and Medicine.
you features at 3rd, 7th, 10th and 17th levels.
POISONOUS EMBRACE
ABILITY SCORE IMPROVEMENT/FEAT
Also, at 3rd level your skill with Poisons are better than
When you reach 4th and again at 8th, 12th, 16th, and 19th, most. When you would complete a short rest, you create 2
level, you can increase one ability score by +1 & a Feat of your Vials of Assassins Blood. This Poison is an imitation and
choice that they qualify for. As normal you can’t increase an loses its potency when you would take a rest of any type.
ability score above 20 using this feature. You can as a bonus action apply this poison to your
weapon. The number of Vials you can create increases to 3
UNCANNY DODGE at 7th level and 4 at 11th level.
Starting at 5th level, when an attacker than you can see FALSE FACES
would deal damage to you, you can use your reaction to
halve the attacks damage against you. At 7th level, you gain the ability to unerringly mimic another
person's speech, writing, and behavior. You must spend at
HUNTERS STRIKE least one hour studying the person's behavior, listening to
them and examining handwriting. Your ruse is indiscernible
Starting at 6th level, you know when to strike and how to to the casual observer. If a wary creature suspects something
make it hurt. When attacking a creature whom you have is amiss, you have advantage on any Charisma (Deception)
set as a Primary Target and they are surprised, you gain and Charisma (Performance) check you make to avoid
a +2 bonus to those attacks critical threat range (This detection.
stacks with your Primary Target critical threat range
bonus.) At 14th level, if you roll a natural 20, you deal the LICK OF VENOM
maximum possible damage.
Also, at 10th level, you have adapted the art of poisonous
DEFENSIVE TACTICS combat. When a creature takes damage from your sneak
attack feature, you may choose to deal an equal amount of
Also, at 9th Level you learn how to fight defensively Poison damage instead. If a creature takes any amount of this
against your targets, leading them into a false sense of poison damage, it must make a constitution saving throw vs
security in confrontations against you. You gain one of the your Ninjutsu or Taijutsu save DC (Your choice). On a failure,
following features of your choice. You gain another of the the creature is poisoned for 1 minute. If a creature is poisoned
following features at level 13th level. in this way, you cannot instead apply the envenomed
condition.
• Escaping Danger: Attacks of opportunity and attacks
made as a result of a creatures reaction, against you are A Creature poisoned by this feature, may make another
made at disadvantage. saving throw at the end of each of its turns ending the effect
on a success.
• Unbroken will: You have advantage on saving throws to
resist being Frightened, Dazed, or Charmed. For the duration a creature is poisoned by you in this way,
you may choose to apply one of the additional effects:
• Hunter's Revenge: When you are hit by a creature's
attack. The next time you deal damage to that creature • The creature cannot regain hit points except by Ninjutsu
you can Sneak Attack regardless of circumstance. with the Medical Keyword casted at B-Rank or higher.
• Evasion: When you are subjected to an effect, that allows • The creatures speed is reduced by Half.
you to make a Dexterity saving throw to take only half • If the creature is reduced to 0 hit points, it becomes stable.
damage, you instead take no damage if you succeed on a • The creature cannot take reactions.
saving throw, and only half damage if you fail. • The creature is blinded
• The creature is deafened.
ELUSIVE
You are only able to apply one instance of the poisoned
Beginning at 18th Level, you are so evasive that attackers condition with this feature to a creature at a time.
rarely gain the upper hand against you. No Attack roll has
advantage against you while you aren’t incapacitated KISS OF DEATH
ASSASSINATE Beginning at 17th level you can see the weakness in your
Primary Target’s defenses. When you declare an attack on a
At 20th level, you have mastered the art of Hunting, target, if another enemy of the target is within 5 feet of it,
tracking, and assassinating targets. When you hit a you may roll two additional D20’s taking the higher of the
creature marked by Primary Target and they are surprised, dice rolled.
they take triple damage.
GRAVE STALKER
HUNTERS CREEDS
Some Hunter-Nin become consumed by the thrill of the hunt.
UNDERTAKER Only heard and never seen they revel in the violence of battle.
Followers of this Creed hone their abilities to track others
Some Hunter-Nin focus on the grim art of death. Those utilizing a variety of techniques: camouflage, infiltration,
who adhere to this creed are born killers, spies and above surveillance, and target acquisition.
all, Shinobi. Stealth, Poison and disguise help you
eliminate your foes with deadly efficiency. SHADOW STALKER
At 3rd level, when you take the Attack action against a
creature that is surprised, you can make one additional attack
against that creature as a part of that action.
MARKED FOR DEATH SUPERIOR OFFENSE
Also, at 3rd level, while you are hidden from a creature At 17th level, you are so accurate that attacks rarely rely
marked by your Primary Target feature, the first successful on sight, if at all and cannot be diverted. Weapon attacks
attack you make each round against that creature increases you make cannot be made at disadvantage nor have their
the damage die by 1. damage reduced in any way.
MASTER AMBUSHER HUNTERS EXPLOITS
Starting at 7th level, you excel at leading ambushes and Choose from the following exploits. In order to choose an
acting first in a fight. exploit, you must be proficient in the associated skill. So
long as you do not have Expertise in a skill required for an
You have advantage on initiative rolls. In addition, the first Exploit, you may add 1d4 to your exploits ability checks.
creature you hit during the first round of a combat becomes
easier for you and others to strike; attack rolls against that When you would take the attack action, or a cast a Jutsu
target have advantage until the start of your next turn. that requires an attack roll, you can use one of your Hunters
Exploits as a part of the same action used to attack or cast
ONE WITH THE DARKNESS said jutsu.
Beginning at 10th level, you’ve become adept at evading Alternatively, you can also choose to use an Exploit as an
creatures that rely on the dark. While in dim light or action on your turn without using an attack as the trigger.
darkness, you gain Darkvision and you are invisible to any
creature that relies on Darkvision to see you in that You can use these features a combined number of times
darkness. equal to your Proficiency bonus per long rest.
Additionally, when you target a creature with a weapon AIM
attack while hidden, you can force that creature to make a
Dexterity saving throw against your Taijutsu save DC as if Skill: Stealth
they were targeted by a Taijutsu or Bukijutsu. On a failed You attempt to line up an attack against a creature you can
save, the creature cannot perform a reaction until the end of see that you are hidden from. Make a Dexterity (Stealth)
your next turn. You can use this feature a number of times check contested by the targets Wisdom (Perception) check.
equal to your Dexterity modifier (minimum of one). You If your check succeeds, the target is surprised and you gain a
regain all expended uses when you finish a short or long +5 bonus to the first attack roll you make against the target
rest. before the end of your turn. Regardless, if your check passes
or fails, you are no longer hidden from the target. Also, if
STALKERS FLURRY you fail you can’t use this feature on this target again for the
next hour unless your next Stealth Check (or any stealth
Starting at 17th level, if you have advantage on an attack check thereafter) beats their Passive Perception or their
against a target on your turn, you can immediately make Perception check by 10 or more.
an additional weapon attack against the same target as
part of the same action. ANGLE
BLADE WARDEN Skill: Perception
You attempt to predict the behavior of a creature you can see
Some Hunter-Nin seek to master weapons to better within 30 feet of you. Make a Wisdom (Perception) check
remove their foe from the equation. Followers of this contested by the target’s Dexterity (Sleight of Hand) check.
Creed learn specialized fighting techniques for use If your check succeeds, the first attack roll the target makes
against the direst threats, from an onslaught of enemies before the start of your next turn has disadvantage, and the
to towering Brutes first saving throw the creature makes before the start of
your next turn has disadvantage. If your check fails, you
BLADE’S PREY can’t use this feature on this target again for 1 hour.
Beginning at 3rd Level, your tenacity can wear down the BATTLE CRY
most fortuitous foes. When you hit a creature with a
weapon attack, the creature takes an extra 2d8 damage if Skill: Intimidation
it’s below its hit point maximum. You can deal this extra You attempt to demoralize one creature you
damage only once per turn. can see within 30 feet of you that can see
and hear you. Make a Charisma
WRATH OF THE HUNTER (Intimidation) check contested by the
target’s Wisdom (Insight) check. If your
Also, at 3rd level the first time you make an attack against check succeeds, the target gains 2
a creature marked by Primary Target each round, if you ranks of fear until the end of your
trigger the Sneak attack feature, treat all rolls of 1, as 2 next turn. If the target was
instead. already frightened of you, it
must immediately drop
EXTRA ATTACK whatever it is holding. On its next
turn, if it is still frightened of you,
Starting at 7th level, you can attack twice, instead of it must take the Dash action and
once, whenever you take the Attack action on your turn. move away from you by the
safest available route on its turn, unless
NEMESIS there is nowhere to move. If your check
fails, you can’t use this feature on this
Also, at 1oth level, you gain the ability to counterattack target again for 1 hour.
when your target tries to sabotage you. If your Primary
Target forces you to make a saving throw, you can use
your reaction to make one weapon attack against them.
You make this attack immediately before making the
saving throw. If the attack hits, you gain advantage on
the saving throw.
BRUTE check succeeds, you treat the target as being surprised
and the first attack roll made against the target before
Skill: Martial Arts the start of your next turn by someone other than you
You attempt to overwhelm one creature within 5 feet of you. has advantage, and the target has disadvantage on the
Make a Strength or Dexterity (Martial Arts) check contested first saving throw they make against an effect caused by
by the target’s Strength (Martial Arts) check. If your check a creature other than you before the start of your next
succeeds, the target becomes weakened until the end of turn. If your check fails, the target can’t be deceived by
their next turn. If your check fails, the target can’t be you in this way for 1 hour.
deceived by you in this way for 1 hour.
HINDER
CHAKRA RECOVERY
Skill: Sleight of Hand
Skill: Chakra Control You attempt to blind one beast or humanoid you can see
You attempt to recover chakra for yourself in the heat of within 15 feet of you. Make a Dexterity (Sleight of Hand)
combat. Make a Constitution (Chakra Control) check, vs check contested by the target’s Wisdom (Perception)
a DC 15. If your check succeeds, spend a number of check. If your check succeeds, the target is blinded until
Chakra Die equal to half your proficiency bonus, the end of your turn. If your check fails, you can’t use
recovering a number of chakra points equal to the result. this feature on this target again for 1 hour.
If your check fails, you cannot use this feature again for 1
hour. INSTRUCT
CHARM Skill: Investigation
You attempt to find a weakness in your target. Make an
Skill: Persuasion Intelligence (Investigation) check contested by the
You attempt to convince one creature you can see within target’s Charisma (Deception) check. If your check
30 feet that can hear and understand you. Make a succeeds, if a friendly creature makes an attack roll
Charisma (Persuasion) check contested by the target’s against the target and they can see and hear you, you can
Wisdom (Insight) check. If you have dealt damage to the use your reaction to grant them advantage on the roll. If
creature in the last hour, it has advantage on the check. you do so, and they hit, they deal additional damage
If your check succeeds, the target is charmed by you equal to your Investigation skill bonus. This damage is
until the start of your next turn, and it has disadvantage the same type as the attack’s damage. If your check fails,
on the first attack roll it makes against a creature before you can’t use this feature on this target again for 1 hour.
the end of its next turn. If your check fails, you can’t use
this feature on this target again for 1 hour. INTUIT
CONFUSE BEAST Skill: Insight
You attempt to determine the motivations of one
Skill: Animal Handling creature you can see within 30 feet. Make a Wisdom
You attempt to confuse one beast on the battlefield. (Insight) check contested by the target’s Charisma
Make a Wisdom (Animal Handling) check contested by (Deception) check. If your check succeeds, the target
the target’s Wisdom (Insight) check. If your check can’t have advantage on ability checks, attack rolls, or
succeeds, the beast cannot take actions or reactions until saving throws against you until the end of your next
the end of your next turn. If your check fails, you can’t turn. If your check fails, the target instead can’t have
use this feature on this target again for 1 hour. disadvantage on ability checks, attack rolls, or saving
throws against you until the end of your next turn.
DISTRACTION
MISDIRECT
Skill: Performance
You attempt to distract one beast or humanoid you can Skill: Illusions
see within 30 feet of you that can see and hear you. Make You attempt to divert your target’s next attack by
a Charisma (Performance) check contested by the tricking them. Make a Wisdom (Illusion) check
target’s Wisdom (Insight) check. If your check succeeds, contested by the targets Wisdom (Insight)
the target becomes surprised until the end of the current check. If your check succeeds, the targets
turn against you and the next attack roll made against next attack, that requires an
the target before the start of its next turn has advantage. attack roll is made at
If your check fails, you can’t use this feature on this disadvantage. If the target
target again for 1 hour. misses their next attack, they
must target a creature allied to them
EMULATE PREDATOR within range of their initial attack,
making another attack roll as if their ally
Skill: Nature was their target. If your check fails, you
You attempt to emulate the sounds of a natural predator can’t use this feature on this target again
of a creature you can see within 30 feet, that cannot see for 1 hour.
you. Make an Intelligence (Nature) check contested by
the target’s Wisdom (Insight) check. If your check OVERWHELM
succeeds, the target must take the Dash action and move
away from you by the safest available route on its turn, Skill: Athletics
unless there is nowhere to move. If your check fails, you You attempt to grab and pin a creature
can’t use this feature on this target again for 1 hour. within 5 feet of you with at least one free
hand. The target must be no more than
FEINT one size larger than you. Make a Strength
(Athletics) check contested by the
Skill: Deception target’s Strength (Athletics) or
You attempt to divert the attention of a target you can Dexterity (Acrobatics) check (the target
see within 30 feet. Make a Charisma (Deception) check
contested by the target’s Wisdom (Insight) check. If your
chooses the ability to use). If your check succeeds, the STUDY
target is both grappled and restrained by you. If the
target stops being grappled, it also stops being Skill: History
restrained. If your check fails, you can’t use this feature You attempt to anticipate your target’s action. Make an
on this target again for 1 hour Intelligence (History) check contested by the target’s
Charisma (Deception) check. If your check succeeds, you
SHINOBI INTUITION have advantage on the first ability check, attack roll or
saving throw you make against that creature before the
Skill: Ninshou end of your next turn. Alternatively, before the end of
You attempt to anticipate your target’s next ninjutsu. your next turn, you can use your reaction to grant
Make an Intelligence (Ninshou) check contested by the disadvantage on the first ability check, attack roll, or
targets Charisma (Deception) check. If your check saving throw the target makes against you. If your check
succeeds, if the target casts a ninjutsu before the end of fails, you instead have disadvantage on the first ability
your next turn while within 15 feet of you, you may use check, attack roll or saving throw you make against that
your reaction to counter it. When you would use your creature before the end of your next turn.
reaction to counter it make a weapon attack with a
weapon that can reach the target, on a hit, the target’s SUNDER
jutsu is treated as if you had cast Chakra Shatter of the
appropriate level. If your check fails, you can’t use this Skill: Craft
feature on this target again for 1 hour You attempt to make a creatures armor virtually
pointless. If you begin or end this movement within a
SNARE creature’s reach, make an Intelligence (Craft) check
contested by its Strength or Dexterity (Martial arts)
Skill: Survival check (the target chooses the ability to use). If your
You attempt to cause a creature within 30 feet of you to check succeeds, you treat the bonus their Armor
stumble. Make a Wisdom (Survival) check contested by provides them as only half of what it normally provides
the target’s Wisdom (Perception) check. If your check (Minimum reduction of -1) until the end of the current
succeeds, you treat the target as being surprised and if turn. If your check fails, they gain bonus AC against you
the target moves towards you before the start of your equal to half the armor bonus their armor is currently
next turn, it becomes slowed until the end of its next granting them. This bonus to AC only counts against you.
turn, and you can use your reaction to cause it to fall
prone. If your check fails, you can’t use this feature on TUMBLE
this target again for 1 hour.
Skill: Acrobatics
SURGICAL PRECISION You attempt to make a quick tumble, immediately
moving 10 feet. If you begin or end this movement
Skill: Medicine within a creature’s reach, make a Dexterity (Acrobatics)
You attempt to strike a pressure point in one creature check contested by its Strength (Athletics) or Dexterity
within your reach. Make a Wisdom (Medicine) check (Acrobatics) check (the target chooses the ability to use).
contested by the target’s Strength (Athletics) or If your check succeeds, this movement does not provoke
Dexterity (Acrobatics) check (the target chooses the opportunity attacks from it, and you have advantage on
ability to use). If your check succeeds, they are the first attack roll you make against it before the end of
incapacitated until the end of their next turn. If your your turn. If your check fails, you immediately fall prone.
check fails, you can’t use this feature on this target again
for 1 hour.
INTELLIGENCE OPERATIVE CREATING AN INTELLIGENCE
OPERATIVE
An Aburame directs his allies to take very specific positions
and tells them how to win this upcoming battle. After they When creating an Intelligence
take a position, they act according to his plans, each Operative consider a few things about
event happening in sequence like he planned, all how the character thinks and acts. Do
culminating into the confrontation with the Warlord. they plan ahead or do they plan in the
With a trained eye for detail, Sarutobi looks over the moment? How are their relationships
room he and his allies are trapped in. After a few seconds with their allies and how do they
he figures it out. He walks directly through the wall after interact with them both on and off of
figuring out that they were trapped within a Genjutsu missions? Do they actively take charge or do they only
and noticing the smallest off-center details. These act when it's a last resort? What made the character so
shinobi, different as they might be, are connected by one bound to strategy? Did they train under another very
common factor, they are geniuses in their own right, skilled tactician and never beat them in a game of chess
able to read the room, see the way it's built and figure (Shogi)? Or did you never lose a game and followed this
out that the room isn’t a room, but a cage or trap. The path in order to get a real challenge?
Intelligence operatives are the team leaders, planners,
and the brains behind the greatest teams in the shinobi QUICK BUILD
world.
You can make an Intelligence Operative quickly by
CHARACTER INSPIRATIONS following these suggestions. First, put your highest
ability score in Intelligence, followed by Dexterity or
When designing this class, it was built with the intent to Charisma. Second, choose the Nara, Yamanaka or Non-
allow players to harness and feel like masters of strategy Clan, Clans.
through the use of the mechanics presented in this class.
The Mechanics presented in this class were made to
imitate the tactical plans of characters such as:
Shimamura Nara, Kakashi Hatake, Tobirama Senju,
Itachi Uchiha, Kabuto Yakushi & Orochimaru.
CLASS FEATURES EXPLOIT WEAKNESS
As an Intelligence Operative, you gain the following class Also 1st level, you are able to analyze a target, develop a
features. plan on how to best overcome any potential obstacles
and execute that plan with ruthless efficiency. As a
HIT POINTS bonus action on your turn, you can analyze a target you
can see within 60 feet of you. For the next minute, or
Hit Dice: 1d8 per Intelligence Operative level until you analyze another target, when you analyze a
Hit Points at 1st Level: 8 + your constitution modifier hostile creature, your attack and damage rolls made with
Hit Points at Higher Levels: 1d8 (or 5) + your weapons with the finesse property against that target
may use your Intelligence modifier instead of Strength
Constitution modifier per Intelligence Operative level or Dexterity.
after 1st.
Also, when you analyze a friendly creature, the target
CHAKRA POINTS can end your Exploit Weakness on them (no action
required) to add your Intelligence modifier to one attack
Chakra Dice: 1d10 per Intelligence Operative level roll, ability check, or saving throw they make. Once a
Chakra Points at 1st Level: 10 + your constitution friendly creature has benefited from this ability, they
cannot do so again until they complete a short or long
modifier rest. You can use this feature a number of times equal to
Chakra Points at Higher Levels: 1d10 (or 6) + your your Intelligence Modifier before you need a long rest.
Constitution modifier per Intelligence Operative level MASTER PLANNER
after 1st.
Starting at 2nd Level, you have become adept at
PROFICIENCIES planning and learn Plans that can be used freely but are
also enhanced by a special resource called Brave Orders.
Armor: Light armor, medium armor
Weapons: Simple Weapons, Fuma Shuriken, Knuckle Plans: You learn two plans of your choice, which are
detailed in the plans Section at the end of this class. You
Blades earn more at higher levels as shown in the “Plans
Ninja Tools: Select Two from: Trappers Kit, Poison Kit, Known” Column of the Intelligence Operative Class
table. Many Plans may enhance attacks in some way,
Hacking Kit, Forensics Kit, Forgery Kit provide you with a unique action or reaction and each
Saving Throws: Dexterity, Intelligence has a duration, listed in the Plans effect text. You may
Skills: Investigation, Choose three from Chakra Control, activate a plan by spending one Brave Order as an action,
bonus action or reaction. If you would activate a plan
Crafting, Ninshou, Persuasion, Illusions, Insight, while another plan is currently active, the previously
Intimidation, History, Perception, Martial Arts active plan immediately ends. You may enhance an
active plan by spending a Brave order (no additional
EQUIPMENT action needed). You can end an active plan at any time in
the same manner you could end concentration on a
You start with the following equipment, in addition to Jutsu. When you would gain the benefits of a long rest
the equipment granted by your background: you may switch the plans you know with another plan.
You can only have one plan active at a time, unless
• (a) Padded Armor or (b) Combat Jacket otherwise stated.
• (a) 1 Simple weapon or (b) 2 Knuckle Blades
• (a) One Kunai Stack or (b) 1 Fuma Shuriken Brave Orders: You can spend up to two brave orders per
• One Tool Kit of your choice. turn. You gain more brave orders at later levels, as
• 1 Paper Bomb shown in the Brave Order column of the Intelligence
Operative class table. A Brave Order is expended when
JUTSU CASTING you use it. You regain all of your Brave Orders when you
finish a short or long rest.
NINJUTSU
JACK OF ALL TRADES
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier Starting at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that
Ninjutsu attack modifier = your proficiency bonus + doesn’t already include your proficiency bonus.
your Intelligence modifier
MASTER STRATEGIST
GENJUTSU
Also, at 3rd Level you dedicate your tactics towards a
Genjutsu save DC = 8 + your proficiency bonus + your Type of Strategy which is detailed in the following
Wisdom modifier section. The Strategy you choose grants you features at
3rd, 6th, 9th, 13th and 17th levels.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier ABILITY SCORE IMPROVEMENT/FEAT
TAIJUTSU When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1 & a
Taijutsu save DC = 8 + your proficiency bonus + your Feat of your choice that they qualify for. As normal you
Strength modifier can’t increase an ability score above 20 using this
feature.
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier
STRATEGIC TIMING
Starting at 1st Level, the Intelligence operative may use
his Intelligence modifier in place of his Dexterity
modifier to roll Initiative.
TACTICAL FOCUS You can set a number of Traps up to your Intelligence
Modifier before you run out of resources and need to
Starting at 5th Level, the Intelligence Operative selects 1 take a short or long rest to prepare more. Traps require a
Skill or tool proficiency. When using the selected skill or bonus action to set and you can designate who can or
tool, you treat any d20 roll of a 9 or lower as a 10. At 10th can’t activate the trap, preventing your allies from
and 15th levels you may select one additional skill for activating the trap. Traps use your Ninjutsu Save DC for
this feature to benefit from. all saving throws. Traps are hidden from normal view
requiring a Wisdom (Perception) check contested by
Also, beginning at 10th level, if you would perform the your Ninjutsu Save DC to be seen.
help action with an ally, you may do so even if you are
not proficient in the skill. Also, when setting traps using a Trappers Kit, reduce
the DC to set the Trap by -2 across all traps and ranks.
HELPFUL OPERATIVE
SQUAD TACTICS
Also, at 5th Level, the Intelligence Operative can use the
help action as a bonus action. Additionally, when you use Starting at 6th Level, you learn to enable your team to act
the Help action to aid an ally in attacking a creature, the with more unity and combine their efforts together. You
target of that attack can be within 30 feet of you, rather may spend a Brave Order granting up to two allies within
than 5 feet of you, if the target can see or hear you. 60 feet of you, 1d10 to add to their next Ability Check,
Attack Roll, or Saving throw so long as they can both see
Additionally, when you would roll initiative, you can and hear you.
choose to activate a Plan by spending a brave order, as a
part of the initiative roll. Creatures you originally targeted with this feature, can
use the help action as a bonus action until the end of their
DECLARATION OF WAR turns. If an affected creature uses the Help Action on
another creature, they gain the benefit of Squad Tactics as if
Starting at 11th Level you may select 1 hostile creature you they had the feature, as well as pass the bonus onto the
can see or hear. While you are within 60 feet of the creature they Helped. If a creature gains the benefits of this
target, you may, spend one Brave Order to give that feature in this way, they instead gain 2d10.
creature disadvantage on any single Ability Check,
Attack Roll or Saving throw. At 18th Level you may select ADVANCED TRAPS
a number of creatures equal to your Intelligence
Modifier. Beginning at 13th Level, you may select 2 Traps you
currently know and upgrade their efficiency. These Traps
CHECKMATE Gain their second effect as stated in the Tactical Trap
Chart.
Starting at 20th level, after many battles and conflicts,
you have mastered when to, and when not to reveal your IN PERFECT SYNC
hand. As a bonus action once per round, you may add
your proficiency bonus to the damage roll of all attacks Starting at 17th Level, you have learned to play off of any
or jutsu you and allies makes against the target of your other person’s strengths and weaknesses, covering for one
Exploit Weakness until the start of your next turn. You another forming the perfect team. By Spending a Brave
may use this feature twice before needing a long rest. Order, all allied creatures of your choice within 30 feet of
you, for the next minute, gain an additional 1d10 to their
MASTER STRATEGIES Attack Rolls, Ability Checks and Saving throws.
TACTICAL STRATEGIST MASTERMIND STRATEGIST
Some Intelligence Operatives pride themselves on their Some Intelligence Operatives are masterminds in their own
tactical approach to their Plans, focusing on playing the right focusing on themselves as the key parts of their
long game, setting both basic and advanced traps to aid strategies. When they are prepared, they focus on singling
their allies and destabilize their enemies. out a single target and controlling all aspects of the
conflict.
FAVORED PLAN
CORE STRATEGY
When you choose this Strategy at 3rd level, you become a
master at a singular type of plan. Select 1 Plan at the end When you choose this Strategy at 3rd level, you decide
of this class section. This Plan does not count against that you, yourself are the most important part of all of
your Plans known. By expending one Brave Order, you your plans, and you focus on one target at a time to
can use this plan while another plan is active, granting whittle down the opposition. By Spending 1 Brave Order
you both plans effects. the next Ninjutsu or Genjutsu you cast that cause the
following Conditions grant you advantage on your first
At 9th Level you may select another plan. When you attack roll or Disadvantage on the targets first
would activate this plan while your Favored Plan is saving throw.
active, or vice versa, you do not spend a Brave Order to
swap them. • Blinded
• Charmed
TRAP SETTER • Dazed
• Deafened
Also, at 3rd Level, you master the art of Setting traps • Frightened
while on the battlefield. You gain expertise with the • Paralyzed
Trappers Kit. Also, select 2 Traps that you have mastered • Poisoned
from the tactical trap section at the end of this class • Restrained
section. You learn one more trap at 6th Level, and • Stunned
another at 9th Level.
WEAKNESS ABUSE CONTROL THE FLOW
Also, at 3rd level, you are able to further capitalize on the Starting at 9th level, you learn how to manipulate an
weakness an enemy shows. As an Action, after using enemy’s reactions preventing them from interrupting
Exploit Weakness, by spending 1 Brave Order all Jutsu your master plan. Whenever you hit a creature with a
that hits a target of Exploit Weakness Adds your Jutsu. You can spend a Brave Order to force the creature
Intelligence Modifier to the damage roll. to make a Wisdom save vs the attacks Save DC (Taijutsu,
Ninjutsu, Genjutsu) On a failure, they cannot make any
At 9th level your fixation on abusing one’s weakness reactions until the end of their next turn.
grows. When you would cast a Jutsu that causes one of
the following conditions, the condition gains additional WAR CRY
effects.
Starting at 13th Level, you become far more embroiled
• Bleeding: The target takes twice the necrotic damage into the conflicts you are a part of. When taking the
they would take and The DC to end the bleeding is Attack action, or casting a Jutsu that requires an attack
increase to 20. roll, you may spend a Brave Order granting you
Temporary Hit Points equal to your Proficiency Bonus +
• Blinded: The targets blindness leads to them Your Intelligence Modifier. These Temporary Hit points
panicking and being unsure of the handseals they are last until for 1 minute, until they are used or you take a
making due to their inability to see. They lose the short or long rest and are in addition to any temporary
ability to form handseals (HS) for the duration of their hit points gained as a result of a jutsu you cast.
blindness.
SELF-DECLARATION
• Burned: The target takes twice the fire damage they
would take and this fire cannot be extinguished by Starting at 17th Level you have arisen to become
anything less than being fully submerged in water. legendary in planning for the defeat of your enemies. So
much so that when you declare a victory others rarely
• Charmed: The targets infatuations begin to force them see you suffer any wounds. When you activate a plan by
to make irrational decisions. When the affected spending a Brave Order, you may spend an additional
creature would attempt to cast a jutsu or use an effect Brave Order. When you do, the first time you would take
to heal, aid or support themselves or allies, they must damage you instead gain Immunity to the triggering
roll a d10. On a result of 1-7, they choose to heal or aid Damage type for a number of rounds equal to your
the source of their infatuations. On a result of 8-10, Intelligence Modifier.
they cast the jutsu or use the effect as normal.
CALCULATED STRATEGIST
• Chilled: The target takes twice the cold damage they
would take and the cold that lines their body cannot be Some Intelligence Operatives are much more calculated
thawed by anything less than taking 10 Fire damage. than others. Their Plans are made both before and
during combat. But requires much more information
• Corroded: The target suffers a -1 Penalty to AC for than others to make much more fool proof plans making
each rank of corroded they have. use of Ninja Info cards to figure out the full capabilities
of an enemy before they take direct action.
• Dazed: The targets Daze now lasts for 1d4 turns, or
until removed with an appropriate jutsu or effect. CONFLICT BOOK
• Deafened: The targets deafness leads to a constant Starting at 3rd Level, you have created your own version
ringing in their ears, making it difficult to focus. The of the Bingo Book. Within the pages of this book, you
target can only concentrate on one jutsu for the have created specialized Ninja info cards, etching details
duration of this condition. you surmise from those you analyze. As an action Select 1
creature you can see within 60 feet and make a Wisdom
• Envenomed: The target takes twice the poison damage (Insight) or Intelligence (Investigation) ability check
they would take; the envenomed condition lasts until against that creature's Passive Deception (10 + Charisma
they can remove the poisoned condition and there (Deception) skill bonus). On a success you learn one of
isn’t a maximum rank of Envenomed any longer. the following stats as it is etched on a new page on a new
Ninja info card. Starting at 9th Level, you may learn up
• Fear: The targets fear begins to force them to make to two stats and three stats at 17th.
irrational decisions. When the affected creature would
attempt to cast a Jutsu to heal or aid themselves or • AC
their allies they must roll a d10. On a result of 1-7, they • Hit Points
are afraid of the source of their fear retaliating against • Chakra Nature
them, causing them to fail to cast the jutsu or use the • Attack Bonus
effect. On a result of 8-10, they cast the jutsu or use • Strength
the effect as normal. • Dexterity
• Constitution
• Shocked: The target takes twice the lightning damage • Intelligence
they would normally take and suffer a penalty to their • Wisdom
Dexterity saving throws for each rank of this • Initiative
condition.
• Weakened: The target suffers an additional 1d4
penalty to attack and damage rolls that use their
Strength or Dexterity ability scores.
CENTER OF ATTENTION
Starting at 6th Level, you learn how to master the art of
misdirection. As a reaction to an ally being targeted by
an attack, you may spend a Brave Order to make all
hostile creatures attacks targeting creatures other than
you, be made at disadvantage until the start of your next
turn.
CALCULATED INSIGHT PLANS
Also, at 3rd level, your calculated assessments allow you PAWNS PLAN
to see through a creature’s option’s. As a bonus action,
Make an Intelligence (Investigation) check contested by Hostile Creatures within 90 feet of you have their
a creatures Charisma (Deception) check, that you can see movement speed reduced by 10 feet, for a number of
within 60 feet. On a Success, you can see through their rounds equal to your proficiency bonus. By spending a
Tactics, granting you one of the following effects: Brave Order to enhance this plan, they instead have their
speed reduced by half, until the end of your next turn.
• Determine Attack: You can cause them to have
disadvantage on their next attack against a creature BISHOPS PLAN
that can see or hear you.
All hostile creatures within 60 feet of you have a -2 penalty
• Predict Movement: You deduce where they are when attacking a creature, you are allied with. This lasts
planning to move on their next turn. In response they for a number of rounds equal to your Intelligence Modifier.
chose to change their plans, reducing their Movement By spending a Brave order to enhance this plan, they
speed by half as they scrambled to adapt. instead gain disadvantage until the end of their turns.
• Outwit Response: You find an opening in their KNIGHTS PLAN
defenses negating their ability to use reactions until
the end of their next turn. All hostile creatures within 30 feet of you have a -2 penalty
when making saving throws, to resist the effect of a
• Expose Weakness (Melee): The target does not add creature you are allied with jutsu or feature. This lasts for a
Dexterity to the AC Calculation against Melee Attacks, number of rounds equal to your Intelligence modifier. By
until the start of their next turn. spending a Brave Order to enhance this plan, they instead
gain disadvantage until the end of their turns.
• Expose Weakness (Ranged): The target does not add
Dexterity to the AC Calculation against Ranged ROOKS PLAN
Attacks, until the start of their next turn
All hostile creatures within 60 feet of you have a -2 penalty
CALCULATED FEINT to damage rolls against a creature you are allied with. This
lasts for a number of rounds equal to your Proficiency
Starting at 6th Level, you are able to issue commands to bonus. By spending a Brave Order to enhance this plan,
your allies that they understand without clear verbal they instead roll their damage dice twice, taking the lower
communication, only needing either a grunt or yell. As result, until the end of their turn.
an action, you give your allies a command they can
choose to follow or not. Those that do spend their QUEEN PLAN
reaction to move up to half their movement and make
one, Non Jutsu, melee attack on a creature of your Select one allied creature that can both see and hear you
choice. At 13th Level, they are able to move their full within 60 feet. The selected creature adds half of your
movement and use a single Jutsu of C-Rank or Lower. proficiency bonus to their attack and damage rolls, for a
You are able to use this feature a number of times equal number of rounds equal to half your Intelligence modifier.
to your intelligence modifier (Min 1) per long rest. By spending a Brave Order to enhance this plan, they also
add this bonus to their Ability checks and saving throws
ACCORDING TO PLAN until the end of their next turn.
Also, at 9th Level, you are able to enable an ally to push CAUTION TO THE WIND
the plan you’ve put together to success. As a bonus
action, you are able to spend one Brave Order to give one Allies within 30 feet of you have their AC reduced by 2, but
ally, who can see & hear you, within 60 feet an additional increase their next damage roll by +5. This lasts for a
action on their turn, which they can use to take the number of rounds equal to your Intelligence Modifier. If a
Attack, cast a Jutsu, Dodge, Dash, Disengage, Help or Brave Order is used to enhance this plan, allies instead
Hide Actions. have their AC reduced by 5, but the damage is increased by
+10 until the end of their next turns.
4-D CHESS
SUPPORTIVE CONFLICTS
Also, at 17th Level, you are already looking 20 moves
ahead while planning for the next battle two weeks from Hostile creatures within 60 feet of you, that attack a
now. As an Action, by expending one Brave Order you creature you are allied with, provokes attacks of
gain, one of the following effects: opportunity from creatures you are allied with up to 30 feet
away. This lasts for a number of rounds equal to your
• Shift the Field: Up to 5 allied creatures that can see or proficiency bonus. If a Brave order is used to enhance this
hear you can move up to half their movement speed plan, when an ally would make an attack of opportunity,
without provoking attacks of opportunities. they make one additional attack until the end of their next
turns.
• Bloody Victory: When you or an ally would reduce a
hostile creature to 0 hit points before the end of your DETRIMENTAL RETREAT
next turn, you and the allied creature gains Temporary
Hit Points equal to the dead creatures Level. Hostile creatures within 90 feet of you cannot take the
disengage action while they are within 5 feet of a creature
• No One Left Behind: Allies within 90 feet of you, who you are allied with. This lasts a number of rounds equal to
would make a Death saving throw on their turn, or who your Proficiency bonus. If a Brave order is used to enhance
have already died within the last minute, are instead this plan, if a hostile creature is hit by an attack of
immediately stabilized at 1 Hit Point. Creatures who opportunity, their movement speed is reduced to 0 until
gain this features benefits cannot benefit from it again the beginning of their next turn. This brave order
for 24 Hours. enhancement lasts until the start of your next turn.
• Absolution: All allied creatures within 60 feet of you
gain the benefits of the Bless genjutsu as if you had cast
it at A-Rank. Creatures who benefit from this feature
retain the effects until the end of your next turn.
CRIPPLING ENVIRONMENT BATTLE OF ATTRITION
Hostile creatures within 60 feet of you who are suffering All allied creatures within 30 feet of you gain Temporary
from one or more ranks of exhaustion gain the weakened hit points equal to your Intelligence modifier at the end
condition as well. This lasts a number of rounds equal to of each of their turns. This lasts for a number of rounds
your Intelligence Modifier. If a Brave order is used to equal to your proficiency bonus. If a Brave order is used
enhance this plan, they also gain the slowed condition in to enhance this plan allied creatures instead gain
addition to the weakened condition. This lasts until the Temporary Hit points equal to Your proficiency bonus +
end of your next turn. Your intelligence Modifier. If a Brave order is used to
enhance this plan, it immediately ends. You do not lose
CONDITIONAL AWARENESS Temporary Hit points gained by this Plan by ending this
plans effects. They are lost after 1 minute has passed, or
Hostile creatures within 60 feet of you cannot gain the you take damage that exceeds the temporary hit points
benefits of being hidden. This lasts for a number of remaining, or until you take a short or long rest.
rounds equal to your proficiency bonus. If a Brave order
is used to enhance this plan, they also do not gain the MOBILITY ADVANTAGE
benefits of cover. This lasts for the remaining time this
plan is active. All allied creatures within 60 feet of you ignore difficult
terrain and increase their movement speed by 10 feet.
BREAKING BAD This lasts a number of rounds equal to your proficiency
bonus. If a Brave order is used to enhance this plan allies
Hostile creatures within 30 feet of you, cannot make cannot have their speed reduced below half. This lasts
attacks at advantage. This lasts for a number of rounds until the end of your next turn.
equal to your Intelligence Modifier. If a Brave order is
used to enhance this plan, allies within 30 feet of you FLOW OF BATTLE
also, cannot gain disadvantage. This lasts for the
remaining time this plan is active. You may select one allied creature, who can both see and
hear you. You may move them up or down in the
RANGED OPPRESSION initiative order. This plan immediately ends unless
enhanced. Allied creatures who have their place in the
Allied creatures within 90 feet of you, that are targeted initiative order moved are not moved back at the end of
by Ranged attacks are treated as if they have three- this plan’s duration. If a Brave order is used to enhance
quarters cover so while within 10 feet of each other. This this plan you instead select 1 hostile creature and move
lasts for a number of rounds equal to your Intelligence them up or down in the initiative order. This plan then
Modifier. If a Brave order is used to enhance this plan, immediately ends.
ranged attack rolls gain disadvantage. This lasts for the
remaining time this plan is active. CONDITIONAL CONFLICTS
EASY ESCAPE All hostile creatures within 60 feet of you that use an
Attack or Cast a jutsu action has their AC reduced by 2
Allied creatures within 90 feet of you, increase their until the start of their next turn. This reduction can
movement speed by 20 feet when they are moving away stack. This lasts a number of rounds equal to your
from hostile creatures. Hostile creatures within 90 feet Intelligence Modifier. If a Brave order is used to enhance
of you have disadvantage on attacks of opportunities this plan the triggering creature instead reduces their AC
against you and allied creatures. If a Brave order is used by 5.
to enhance this plan, you and allied creatures can use the
Dash action as a bonus action and a reaction. This lasts WAR OF INFORMATION
for a number of rounds equal to your Intelligence
modifier. If an enemy is marked by Exploit Weakness at the start of
your turn, all attacks against that creature made by your
CONTROLLED AGGRESSION allies while you are within 30 of them and the target, are
made with an additional 1d8 added to their attack rolls.
Allied creatures within 60 feet of you treat the first This lasts for a number of rounds equal to your
critical hit they take as a normal hit. This lasts a number proficiency bonus. If a Brave Order is used to enhance
of rounds, for each ally equal to your proficiency bonus this plan, your allies also add 1d8 to their damage roll.
or until they would take a critical hit. If a Brave order is
used to enhance this plan you can make the next attack a
single allied creature makes within 60 feet of you a
critical hit if they hit. This lasts until you trigger the
critical hit.
KICK THEM WHILE THEY’RE DOWN
All hostile creatures within 90 feet of you must spend
their full movement to stand up from being prone. All
allied creatures within 90 feet of you that would deal
damage to a prone creature deals additional damage
equal to your Intelligence Modifier. This lasts for a
number of rounds equal to your proficiency bonus. If a
Brave order is used to enhance this plan, all allies instead
add twice your Intelligence modifier to damage. This
lasts until the end of their turns.
TACTICAL TRAPS KUNAI TRAP
SNARING TRAP After Laying this Trap it sits unmoving in a singular
spot. This Trap Triggers when a Small Medium or Large
After setting this Trap it sits unmoving in a singular Creature moves onto the ground or the floor within 5
spot. This trap triggers when a small, medium or large Feet. When this trap is triggered, All Creatures in a 10
creature moves within 5 Feet of it. The creature must Foot Radius must succeed a Dexterity saving throw,
succeed a dexterity saving throw or be immediately taking 7d4 Piercing damage on a failed save and half as
bound by metal wires. The creature is restrained for up much on a successful one.
to one minute.
If this Trap is upgraded, Double the damage dice.
A Restrained Creature can make Dexterity (Sleight of
Hand) or Strength (Athletics) checks as an action of each EXPLOSIVE TRAP
of its turns to end the effect on itself. Another creature
who can touch the creature can make an Intelligence After Laying this Trap it sits unmoving in a singular
Ability check against the Trap DC. On a Success the effect spot. This Trap Triggers when a Small Medium or Large
ends Creature moves onto the ground or the floor within 5
Feet. When this trap is triggered, All Creatures in a 15
If this Trap is Upgraded, all creatures in the radius of Foot Radius must succeed a Dexterity saving throw,
the trap must succeed the Dexterity saving throw or be taking 6d6 fire damage on a failed save and half as much
all restrained together, giving them disadvantage on on a successful one.
future Ability checks to escape.
If this Trap is upgraded, Double the radius of the trap.
POISONOUS TRAP
SLEEPING GAS TRAP
After Laying this Trap it sits unmoving in a singular
spot. This Trap Triggers when a Small Medium or Large After Laying this Trap it sits unmoving in a singular
Creature moves onto the ground or the floor within 5 spot. This Trap Triggers when a Small Medium or Large
Feet. The creature must succeed a dexterity saving throw Creature moves onto the ground or the floor within 5
or be immediately poisoned by the poisonous Darts that Feet. When this trap is triggered, the triggering creature
fire upward. A Poisoned creature remains poisoned for 1 must succeed a constitution saving throw being knocked
minute after failing the Dexterity save. After which this unconscious on a failed save for 10 minutes.
poison effect ends.
If this Trap is upgraded, all creatures within 5 feet must
If this Trap is Upgraded, a Poisoned creature also make the saving throw.
gains 3 applications of Envenomed. The envenomed
condition lasts for 1 minute. NEUTRALIZING TRAP
CHAKRA SEALING TRAP After Laying this Trap it sits unmoving in a singular
spot. This Trap Triggers when a Small Medium or Large
After Laying this Trap it sits unmoving in a singular Creature moves onto the ground or the floor within 5
spot. This Trap Triggers when a Small Medium or Large Feet. When this trap is triggered, the triggering creature
Creature moves onto the ground or the floor within 5 must succeed a constitution saving throw, being
Feet. The creature must succeed a constitution saving Stunned until the end of their next turn on a failed save
throw, having their chakra heavily restricted on a failed and Dazed until the end of their next turn on a Successful
save. one.
A Chakra Sealed creature cannot use more than half of If this Trap is upgraded, all creatures in a 15-foot cube
its total chakra point total until the seal is removed. As must make the saving throw.
an action on the affected creatures turn, they can make a
Strength (Athletics) check against your save DC to
remove the chakra sealing trap from themselves, after
which the chakra sealing effect ends.
If this Trap is Upgraded, The Chakra seal prevents all
chakra usage until removed.
SMOKE TRAP
After Laying this Trap it sits unmoving in a singular
spot. This Trap Triggers when a Small Medium or Large
Creature moves onto the ground or the floor within 5
Feet. When this trap is triggered, it releases a Thick
cloud of Black soot. All Creatures in a 10 Foot Cube
centering on the Trap are Blinded until they exit the
cube.
If this Trap is upgraded, The Smoke is mixed with
Gunpowder, rendering it ignitable. All creatures in a 5-
foot radius of the smoke when it is ignited must succeed
a Dexterity saving throw, taking 6d6 Fire damage on a
failed save and half as much on a successful one. This
smoke can be ignited by either Fire or Lightning damage.
MEDICAL-NIN CREATING A MEDICAL-NIN
A clanless girl with pink hair grips the heart of one of her When creating a Medical-Nin consider a few things
allies while it’s still in his chest, and begins to massage it to about how the character approaches situations. Are they
keep the blood artificially flowing in his body. Keeping proactive or Reactive? How do they prioritize their allies
him alive long enough to remove him from the battle in dangerous situations? Do they actively take charge or
field. do they only take orders in high pressure situations?
A Sarutobi clashes blades with her longtime rival. The What made the character so bound to assisting their
battle intensifies as the rival is getting the upper hand, party vs taking a primarily combat role? Did they train
leaving Sarutobi more wounded than she thought under another very skilled Doctor and took in their drive
normal. As the rival proclaims his victory, the Sarutobi to save lives? Or did they lose someone right in front of
begins to giggle to herself as her wounds have closed, them unable to help & vowed to never let that happen
and her rival's skin has turned purple from the poison again?
she's infected him with.
QUICK BUILD
These shinobi, different as they might be, are
connected by one common factor, they are prodigies in You can make a Medical-Nin quickly by following these
the field of Medical ninjutsu. While others are able to use suggestions. First, put your highest ability score in
the techniques to some degree, they are the masters of Intelligence, followed by Constitution or Dexterity.
the art, able to take the teachings they have and Second, choose the Uzumaki, Nara or Non-Clan, Clans.
accelerate it to new heights and unmatched levels.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to both heal their allies but also protect
them in the front lines. This class features a fine line
between both support and combat in its 3 subclasses.
The intent was to capture the varied techniques shown
by the few medical ninja in the series, such as: Sakura
Haruno, Tsunade, Kabuto Yakushi, Orochimaru &
Shizune
CLASS FEATURES REJUVENATING REST
As a Medical-Nin, you gain the following class features. Also, at Level 1 you use your medical skills to revitalize
wounded allies during a short rest. When you or any friendly
HIT POINTS creatures who you can touch regain Hit points at the end of a
short or long rest, they regain an extra 1d6 Hit points. This
Hit Dice: 1d8 per Medical-Nin level amount of extra healing increases to 2d6 at 7th level, 3d6 at
Hit Points at 1st Level: 8 + your constitution modifier 11th, and 4d6 at 17th Level.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
CHANNELED HEALING
modifier per Medical-Nin level after 1st.
Starting at 2nd Level you learn to passively enhance your
CHAKRA POINTS Medical Jutsu to greater Lengths. Whenever you use a
Ninjutsu with the Medical Keyword of D-Rank to restore hit
Chakra Dice: 1d10 per Medical-Nin level points, the affected creature regains additional hit points
Chakra Points at 1st Level: 10 + your constitution modifier equal to 1d10. This amount increases to 2d10 at 9thh level and
Chakra Points at Higher Levels: 1d10 (or 6) + your 3d10 at 15th level. You may use this feature twice per rest.
Constitution modifier per Medical-Nin level after 1st. Additionally, Ninjutsu with the Medical Keyword you cast
that restores hit points or ends conditions, remove one failed
PROFICIENCIES death saving throw from an affected creature, if any.
Armor: Light armor, medium armor TENETS OF MEDICINE
Weapons: All Simple Weapons
Ninja Tools: Medicine Kit, Poison Kit Starting at 2nd Level, you begin to focus on a Specific Tenet
Saving Throws: Wisdom, Charisma of Medicine that will enhance your abilities to support your
Skills: Medicine, Chakra Control, Choose two from allies. These Tenets will provide you additional features at
2nd Level, and again at 5th, 9th, 13th and 17th Levels.
History, Insight, Perception, Illusions, Ninshou
CHAKRA SCALPEL
EQUIPMENT
Beginning at 3rd Level, you have learned to manifest a
You start with the following equipment, in addition to the medical ninja’s signature technique, the Chakra Scalpel.
equipment granted by your background:
As a bonus action you coat your hands in highly condensed
• (a) Padded Armor or (b) Combat Jacket blades of chakra, designed to slice muscle and flesh with
• One Simple Weapon surgical efficiency for one minute, while in combat or 1 hour
• (a) One Kunai Stack or (b) One Senbon Stack while not in combat.
• 1 Flash tags
• Medicine Kit While in Combat. For the duration, unarmed attacks now
deal 1d4 + your wisdom ability modifier in slashing damage,
JUTSU CASTING this increases to 2d4 at 7th level,, 3d4 at 11th level and 4d4 at
18th level. These attacks count as chakra enhanced and you
NINJUTSU may use your Wisdom instead of Strength for attack and
damage rolls of your unarmed attacks. Taijutsu you cast that
Ninjutsu save DC = 8 + your proficiency bonus + your deals unarmed damage gains any additional effects granted
Intelligence modifier by this feature. Beginning at 7th level when you would deal
unarmed damage to a creature with temporary hit points
Ninjutsu attack modifier = your proficiency bonus + your while you have chakra scalpel active, you bypass the
Intelligence modifier temporary hit points instead directly reducing their hit
points. Beginning at 11th level, when you deal unarmed
GENJUTSU damage with your chakra scalpel, the target creature must
succeed a constitution saving throw vs your Ninjutsu save DC
Genjutsu save DC = 8 + your proficiency bonus + your or gain one rank of the bleeding condition on a failed save.
Wisdom modifier This Ninjutsu Save DC can be calculated using your Wisdom
in place of your Intelligence. Finally, at 18th level, on a failed
Genjutsu attack modifier = your proficiency bonus + your constitution saving throw the target also gains the Weakened
Wisdom modifier condition for 1 minute. A Creature weakened in this way
remakes the constitution saving throw at the end of each of
TAIJUTSU their turns to end the condition.
Taijutsu save DC = 8 + your proficiency bonus + your While out of Combat. For the duration when you would
Strength modifier make an Intelligence or Wisdom (Medicine) check to stabilize
a creature, you gain a +5 bonus to the result. Beginning at 7th
Taijutsu attack modifier = your proficiency bonus + your level you can spend one use of your Chakra Scalpel to
Strength modifier automatically end one Non-Jutsu based Condition. Beginning
at 11th level, the +5 bonus is increased to a +10-bonus made to
MEDICAL NINJUTSU stabilize a creature. Finally, at 18th level, you can spend a use
of your Chakra Scalpel to end any condition a creature is
Beginning at 1st level, as a Medical Ninja you gain the suffering from regardless of its origin.
ability to learn Jutsu with the Medical Keyword.
For all of this techniques splendor and prowess, the toll it
Ninjutsu, you cast with the Medical Keyword, may use takes on one’s body is immense. You may only gain the
Wisdom instead of Intelligence for the Attack and Damage benefits of this feature a number of times equal to half your
rolls, as well as Save DC calculation. proficiency bonus (Rounded down) per long rest.
When using any Jutsu with the Medical Keyword that
recovers hit points, add your Wisdom Modifier to the Hit
Points Regained.
Alternatively, you can use Intelligence in Place of
Wisdom for the Medicine Skill.
ABILITY SCORE IMPROVEMENT/FEAT MARTIAL COMPETENCY
When you reach 4th and again at 8th, 12th, 16th, and 19th, Beginning at 2nd Level, you learn how to fight with the best
level, you can increase one ability score by +1 & a Feat of of them. You gain proficiency with martial weapons and
your choice that they qualify for. As normal you can’t heavy armor. You also adopt a particular fighting stance.
increase an ability score above 20 using this feature.
Choose one of the Taijutsu or Bukijutsu Stances
PRESERVE/TAKE LIFE located in Chapter 13: Customization Options; You Can’t
take a stance more than once even if you gain a stance
Starting at 6th Level you have gained the experience needed choice again.
to save lives, even those in mortal danger or take them, even
the ones who are furthest from death's door. You learn both Also, when you would take the attack action to make a
Preserve Life and Take Life. Some Tenets grant Melee attack or cast a Jutsu with the Medical keyword that
you additional effect as you advance in this class. has a casting time of 1 action, you can make one additional
Regardless, you can use Preserve Life or Take life melee attack as a bonus action.
twice between rests. You gain an
additional use at 10th, 14th and 18th Finally, if you chose a Taijutsu stance, you can cast
levels. Taijutsu using Strength or Dexterity for the attack,
damage and Save DC calculations. If you chose a
PRESERVE LIFE Weapon stance, you can cast Bukijutsu using
Strength or Dexterity for the attack, damage
As an action you release a pulse of medical and Save DC calculations.
release chakra, designed to safeguard creatures
around you with healing energies. This energy COMPETENT COMBATANT
can restore a total number of hit points equal to
5 times your Medical Nin Level and resets the Also 2nd Level, you may use your Wisdom in
count of all failed death saving throws. Choose any place of Dexterity when calculating Armor
number of creatures within 30 feet of you and divide Class. (AC).
those hit points amongst them. This feature can restore Additionally, your chakra scalpel’s damage die
no more than half of its hit point maximum. You cannot use becomes a d6. When you would deal damage with a melee
this feature on an undead or construct. weapon attack, you may spend 5 chakra as a part of the
same action made to perform the attack. When you do, you
TAKE LIFE instead, double the relevant modifier when calculating
damage dealt. You may do this a number of times equal to
When you deal damage to a creature using a Jutsu with the half your Medical-Nin Class level (rounded up) per long rest.
medical keyword, you release corroding energies, meant to Starting at 5th level, you can spend a use of Chakra Scalpel
inflict gruesome damage. Select one affected creature. That to increase your striking power. Your unarmed, weapon and
creature takes additional damage equal to 5 + twice your all taijutsu attacks have their critical threat range increased
Medical-Nin level. by +1 until the end of your turn. This becomes +2 at 13th level.
Beginning at 9th level when you would use this feature,
GIFTED HEALER you may instead triple your relevant modifier applied to the
damage dealt.
Starting at 10th Level, your Healing Jutsu are more effective.
Whenever you use a jutsu of D-Rank or higher to restore hit FRONT LINE MEDIC
points to a creature. You may add an additional die to the
roll to regain hit points. At 14th Level, you may reroll all 1’s Starting at 5th level, you learn the techniques required to
& 2’s, taking the second result. At 19th level when you fight on the front lines next to your allies. You Learn jutsu as
perform a jutsu that restore hit points, other creatures who you gain levels in this class according to the Combat Medic
are within 5 feet of the target creature benefit from half of Chart at the end of this class section. Each Jutsu Learned also
the regained hit points. grants you an additional feature pertaining to the jutsu
learned. Learned Jutsu do not count against your Jutsu known
SUPREME HEALER as seen on your Medical Nin Class Chart.
At 20th Level you have reached perfection in the healing Also, at 5th level, when you cast a jutsu with the medical
arts. When you would restore hit points, roll 2d20. If either keyword, you may as a bonus action cast a Taijutsu or
of the results are a 20, you restore the maximum possible Bukijutsu of C-Rank or lower with a casting time of 1 action.
hit points the jutsu or feature allows.
TAKE LIFE: COMPAT PROWESS
Additionally, you may add an additional die to all Jutsu
with the “Medical” keyword. (This is in addition to Gifted Starting at 6th level, you may use the Take Life feature with
Healer). your unarmed attacks, Taijutsu and Bukijutsu that deal
unarmed or weapon damage. Additionally, a creature that
TENETS OF MEDICINE you use your Take Life feature on, becomes vulnerable to the
next instance of damage they take until the beginning of
COMBAT MEDIC their next turn.
Medical-Nin who become Combat Medics, pledge EXPERT COMBATANT
themselves to always be present on the battlefield as one of
the front lines, helping their Allies wade through the chaos Starting at 9th level, select one taijutsu or bukijutsu you
of the battlefield keeping themselves and their allies alive know. The selected jutsu gains the Medical Keyword. You may
until the last man falls. select an additional taijutsu or bukijutsu at 13th and 17th level
to gain the Medical Keyword this way. You may switch which
jutsu this feature affects when you would complete a Full
Rest.
PASSIVE REGENERATION
At 13th Level, your constant focus on enhancing your
technique to supplement your allies on the battlefield has